Problem
In src/CubeFactory.cs, every spawned cube is placed at the world origin:
// set position
newCube.transform.position = new Vector3(0, 0, 0);
Because the position is a hard-coded constant, N spawned cubes occupy the same point in space and are visually indistinguishable from a single cube. The Debug.Log(cubes.Count) on the next line is the only indication that anything happened.
Suggested resolution
Options worth the owner's consideration, in increasing order of scope:
- Spawn at the factory GameObject's own position (
transform.position) rather than the origin
- Offset each cube by its index so a spawned stack or row is visible
- Expose a serialized spawn-position or spawn-offset field so the placement is configurable
Verification note
This is a behavioural change to src/CubeFactory.cs and requires a play-mode run in the Unity Editor to verify. Which of the above is wanted is a design decision for the repository owner, so no option has been implemented.
This issue was drafted during a Gardener session (https://github.com/Stephenson-Software/gardener).
drafted by Claude on behalf of Daniel Stephenson
Problem
In
src/CubeFactory.cs, every spawned cube is placed at the world origin:Because the position is a hard-coded constant, N spawned cubes occupy the same point in space and are visually indistinguishable from a single cube. The
Debug.Log(cubes.Count)on the next line is the only indication that anything happened.Suggested resolution
Options worth the owner's consideration, in increasing order of scope:
transform.position) rather than the originVerification note
This is a behavioural change to
src/CubeFactory.csand requires a play-mode run in the Unity Editor to verify. Which of the above is wanted is a design decision for the repository owner, so no option has been implemented.This issue was drafted during a Gardener session (https://github.com/Stephenson-Software/gardener).
drafted by Claude on behalf of Daniel Stephenson