It would seem that your myCube variable is the root of your problems, having tested it in a scene of my own. By subsituting
(GameObject)Instantiate(myCube, ...
with
(GameObject)Instantiate(GameObject.CreatePrimitive(PrimitiveType.Cube), ...
I was able to produce a cube at (0,2,0) with no qualms. Perhaps your myCube GameObject is missing a Mesh Renderer, in which case it would appear in the Hierarchy during runtime even though it would not appear visible in Game View. Perhaps you are not assigning it in the Inspector before you run the game, in which case the myCube variable would refer to null and thus not be created. Additionally, though you may be assigning the GameObject you instantiate to SpawnLocation, it is an unused local variable (something MonoDevelop or your code editor should notify you of). Make sure you either provide a reference to a myCube GameObject in the Inspector before runtime or through script referencing to a loaded prefab/GameObject during runtime. It would also be helpful to provide a fallback (say, to PrimitiveType.Cube perhaps?), which will make your code more robust and able to handle errors in referencing should they arise.
Regardless, in order to achieve the functionality you have described, first make sure yo have properly prepared whatever you would desire myCube to be. Also, for future posterity, you may want to initialize your spawnLocation in the Start routine, and assign the variable coordinates by substituting Random.value * yourValueCeiling in for each random coordinate you would like myCube to spawn on. You could even go as far to make a helper method externalized and thus independent from the start routine, such that you will not have to have a hundred instances of a single script to create a hundred instances of what you need; rather, you can call the method through a single script, and save yourself trouble in this way. If you would so appreciate it, here is my implementation of your objective, hope this helps!
using UnityEngine;
using System.Collections;
public class randomObstacles : MonoBehaviour {
public Vector3 spawnLocation;
public GameObject myCube;
// Use this for initialization
void Start () {
if (myCube != true) {
Debug.Log("myCube not set");
myCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
}
if (myCube.renderer.enabled == false) {
Debug.Log("myCube not rendered");
myCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
}
CreateCube();
}
// Update is called once per frame
void Update () {
}
void CreateCube() {
spawnLocation = new Vector3(0, Random.value * 10, 0);
Instantiate(myCube, spawnLocation, Quaternion.identity);
}
}
myCubeis preset in editor and points to a prefab or an object existing within the scene, the code should work fine.GameObject SpawnLocation = (GameObject)Instantiate(myCube, spawnLocation, Quaternion.identity);! Thank you for pointing that out! Though I am not quite sure how nor where I'll assign it!! :(GameObject, let's call itinitialin the scene where you attachrandomObstacles. 2. You should have another one that you have to convert into a prefab and call itmyCubePrefab. 3. Drag themyCubePrefabonmyCubein therandomObstaclescomponent oninitial