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Question by SquirrelKidd · Jun 18, 2018 at 11:58 AM · instantiatecoroutine

Multiple objects being instantiated instead of one

Hey guys, I'm working on a project where an object (a fish picked randomly from an array) spawns after a delay. This process of spawning after a delay only happens when the previous object has been destroyed. The problem I'm having is that several fish are spawning instead of one when the co-routine runs, I'm assuming they spawn per frame for a whole second before stopping. I just want one fish to spawn instead of 50-60. Can someone show me what I'm doing wrong please??

Here's a sample of my code currently:

 void Update ()
         {
             thisTransform = transform.position;
 
         FishCheck ();
 
         if (hasFish == false && transform.childCount == 0) 
         {
             StartCoroutine (FishRespawn ());
         } 
             
     }
 
     IEnumerator FishRespawn ()
     {    
         yield return new WaitForSeconds (spawnDelay);
 
             GameObject spawnedFish = Instantiate (fishArr[Random.Range(0,fishArr.Length)], thisTransform, Quaternion.Euler(0, 0, 0));
 
 
             spawnedFish.transform.SetParent (this.gameObject.transform);
             spawnedFish.transform.localScale = new Vector3(0.53f, 0.53f, 0.53f);
             spawnedFish.transform.localRotation = Quaternion.Euler(transform.rotation.x, -180f, 0f);
 
         yield break;
     }
 
     void FishCheck ()
     {
         if (transform.childCount == 0) 
         {
             hasFish = false;
         }
 
         if (transform.childCount == 1) 
         {
             hasFish = true;
         }
 
         if (transform.childCount > 1) 
         {
             hasFish = true;
         }
 
         
     }
 
     void OnTriggerExit (Collider col)
     {
 
         if (col.gameObject.tag == "Fish") 
         {
             hasFish = false;
         }
     }



Thank you

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