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Question by SeanSurtz · Apr 19, 2017 at 10:54 PM · instantiatewaitforsecondsfor-loop

IEnumerator and for loop not working [noob] What do I do?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MovePipes : MonoBehaviour {
     public GameObject pipes;
     [SerializeField]
     private float timeToSpawn;
     [SerializeField]
     private float maxPipes;
     [SerializeField]
     private float pipeSpeed;
     [SerializeField]
     private float maxX;
     [SerializeField]
     private Transform spawn;
     [SerializeField]
     private Transform rotation;
 
     // Use this for initialization
     void Start () {
         StartCoroutine(TimeToSpawn());
     }
     
     // Update is called once per frame
     void Update () {
         
         transform.Translate(Vector3.left*Time.deltaTime*pipeSpeed);
 
         if (transform.position.x < maxX)
         {
             Destroy(pipes);
         }
     }
 
     IEnumerator TimeToSpawn()
     {
         for(int i = 0; i<maxPipes; i++)
         {
             Instantiate(pipes,spawn.position,rotation.rotation);
             yield return new WaitForSeconds(timeToSpawn);
         }
         
     }
 }
 



There's the code. I filled in the values in the inspector. I don't understand, it just keeps making the pipes over and over not even in the spawn position. It won't listen to what my max pipes are and it won't wait for the seconds either. Please help :c

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avatar image Matthewj866 · Apr 20, 2017 at 01:39 AM 1
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@SeanSurtz Hi there, may we see the object details in the inspector?

avatar image SeanSurtz Matthewj866 · Apr 20, 2017 at 02:04 AM 0
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https://gyazo.com/e9a3b0156d7b5e4df9485d7ae49a76fa

avatar image Matthewj866 SeanSurtz · Apr 20, 2017 at 04:42 PM 0
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Do any of these values change at runtime? also, why are you using a coroutine if this is only going to happen once? may as well call the method directly.

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