For loop doesn´t instantiate multiple times
Hello,
i´m not really familiar with JS, so i might be missing something about the language, but i normally do this stuff with Unity and i don´t get if it´s a software limitation or if i´m doing something wrong.
I´m trying to spawn a number of small random positioned elements based on a predefined index:
for (var i = 0; i < 10; i++)
{
var newPrefab = script.chocoSingle.instantiate(script.getSceneObject());
print("Tapped" + i);
}
i removed the positioning part for now as the spawning itself is happening only once instead of 10 as it should.
What am i missing here? basicly this is blocking me from performing different operations related to this chunk of elements, so the logic now is just one line but a function will come in there in place of the spawning code.
Thanks to whoever will help!
p.s i already tested that the print line is getting triggered correctly, so i was wondering if the system might prevent too fast iterations on manipulating the sceneObjects to avoid memory spikes and crashes.
Are you sure it's only happening once? Are 10 "Tapped #" statements being logged in the console or only 1? Are there any error messages?
Your code is pretty straightforward and should be working. So there must be something else going on.
Hey Ryan,
thanks for asnwering,
Yes, the tap appear 10 times, but the model instantiation is only happening once. And the same happens with any different manipulation i need to do on the model.
Given the fact that it doesn´t make much sense, i was wondering if it´s the system itself to prevent multiple operations like this on the models. I´m also stating here, i´m trying to do something which LensStudio is probably not supposed to handle in such complexity.
Hey Ryan,
thanks for asnwering,
Yes, the tap appear 10 times, but the model instantiation is only happening once. And the same happens with any different manipulation i need to do on the model.
Given the fact that it doesn´t make much sense, i was wondering if it´s the system itself to prevent multiple operations like this on the models. I´m also stating here, i´m trying to do something which LensStudio is probably not supposed to handle in such complexity.
No, Lens Studio doesn't directly limit the instantiation of object prefabs. I believe it's only really limited by processing power.
I just created a quick example project script that does the same thing you're trying to do, and it seems to work consistently. Not sure if you know this, but the copies don't show up in the scene hierarchy - you'll have to position them in the script to see them separately
Hi Ryan,
it seems to be working so i have to thank you.
I´m still not sure what was wrong with my code but it´s ok.
I have a very very last tip to ask here to not open a second topic.
How do i get a runtime reference TO a custom script on an object? The documentation on the scripting is really basic basic, and also the api itself sometimes doesn´t help.
Thanks a lot in advance if you will answer again.
Snap actually provides a global method called 'getTime' that you can use to get the number of seconds since the start of the lens (reference: https://lensstudio.snapchat.com/api/GlobalMethods/)
Coming from a Javascript development background, I usually default to using Date.now(), but using getTime is probably a cleaner way to do it and, more importantly, it should be consistent across multiple scripts.
i think there was a misunderstanding.
I meant: normally if you want to access a script variable or a script function from another script, you just create a reference and you link it directly through the Lens Studio editor.
I wanted to get that reference directly through code, but the getComponent("Component.ScriptComponent") seems always to return "undefined", also because it seems not possible to specify a custom script name to call the exact custom script you´re searching for. At least i haven´t found a way for it.
Is there any?
Thanks!
Oh, got it.
Should work the way you're describing. Again, just did a quick test and I was able to access a script component through the scene object it was attached to using getComponents. I set up an api variable on the WorldObjectController script (script.api.dummyVariable = "hello from the other side";) and then accessed it and printed that variable in another script.
I believe you're right in that there's no built-in way to figure out if the script you're accessing is actually the one you want, but you could always specify a "name" variable on the api of each script (script.api.name = "scriptName"). Then, when you access the script programmatically, you could do something like:
const scripts = script.obj.getComponents("Component.ScriptComponent");
const scriptYouWant = scripts.find(function(s) { return s.name === "scriptName" });