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Question by bstout · Oct 26, 2016 at 04:39 PM · random.rangerandomspawning

calling random numbers repeatedly with random.Range

i want my villains to appear from multiple directions and I am using random.Range to select the spawn spots. when i try to set the variable to a new random number, unity just hangs and does not spawn. can anyone explain what is happening here? thanks.

 else if (waveCounter == 6)
             {
                 int randSpot = Random.Range(0,13);
                 Instantiate (LvlTwoVillain, spawnSpots[randSpot].position, spawnSpots[randSpot].rotation );
                 yield return new WaitForSeconds (spawnWait);
 
                 randSpot = Random.Range(0,13);
                 Instantiate (LvlOneVillain, spawnSpots[randSpot].position, spawnSpots[randSpot].rotation );
                 yield return new WaitForSeconds (spawnWait);
 
             }
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avatar image oStaiko · Oct 26, 2016 at 05:31 PM 0
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How long is your spawnWait? If its too long, it might be causing the hanging

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Answer by bstout · Oct 26, 2016 at 07:40 PM

the spawn wait was 5 seconds.

if i comment out the " randSpot = Random.Range(0,13);" on the second iteration, unity doesn't hang. so it seems to be that line. also when i comment it out, the lvlOneVillain often appears in a different place. so it appears that each instantion calling on randSpot will generate a new number on it's own since the two villains appear in different places.

i am now thinking the hang is from incorrectly decrementing villains as i added the lvlToVillians.

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