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Question by emmettg · Jan 04, 2018 at 04:32 PM · scripting problemspace shooter

Space shooter tutorial: increase speed of asteroids over time

I am trying to add a timer to my game that increases the speed at the which the asteroids tumble every N seconds by a constant amount. For example, the speed starts at 1, then after 10 seconds increases to 3, then after 20 seconds increases to 6, ...

I have the following code in my Mover.cs script:

public class Mover : MonoBehaviour {

 private float acceleration = 1f;
 public float speed;
 public float maxSpeed = 10f;

 private Rigidbody rb;

 // Use this for initialization
 void Start () {
     rb = GetComponent<Rigidbody> ();
     rb.velocity = transform.forward * speed;
     Debug.Log ("asteroid is moving");
 }

 // Update is called once per frame
 void Update () {
     // Add acceleration to speed
     speed += Time.deltaTime * acceleration;
     // Set object velocity
     rb.velocity = transform.forward * speed;
     // Check to make sure speed is under top speed
     if (speed > maxSpeed) {
         speed = maxSpeed;
     }
 }

}`

Currently, the asteroids do not appear on the screen, however, so I don't know if this is working.

Any help is much appreciated. Thanks!

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Answer by SteveDunn · Apr 22, 2018 at 06:38 PM

Hi @emmettg - I'm learning Unity myself currently, so this proposed solution might be nonsense, but...


In GameController, expose an ElapsedTime property:

public float ElapsedTime { get; private set; }


Then, update it every frame:

     void Update()
     {
         ElapsedTime += Time.deltaTime;
            ... <the rest of the Update code below>


Then, duplicate the Mover behaviour and call it AsteroidMover and associate that script with the Asteroid prefabs:

 public class AsteroidMover : MonoBehaviour
 {
     public float Speed;
 
     void Start()
     {
         GameController gameController = 
             GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>();
 
         var elapsed = gameController.ElapsedTime;
         
         int step = (int)elapsed / 10 * 3;
 
         float speed = Speed * Mathf.Max(1, step);
         
         speed = Mathf.Min(speed, 20);
 
         GetComponent<Rigidbody>().velocity = Vector3.forward * speed;
     }
 }

That seems to work, although as stated, it might not be the best solution...

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