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Question by ajcj · Nov 24, 2019 at 10:32 PM · instantiate

InvokeRepeating for random ball spawn

So I want to randomly spawn ball in the environment. I have the following code (and its not giving the randomness that I want). Please explain what I'm not doing correctly.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class SpawnManagerX : MonoBehaviour { public GameObject[] ballPrefabs;

 private float spawnLimitXLeft = -22;
 private float spawnLimitXRight = 7;
 private float spawnPosY = 30;

 private float startDelay = 1.0f;
 private float spawnInterval = 8.0f;

 // Start is called before the first frame update
 void Start()
 {
     InvokeRepeating("SpawnRandomBall", Random.Range(startDelay,9.0f), Random.Range(2.0f,spawnInterval));
     
 }

 // Spawn random ball at random x position at top of play area
 void SpawnRandomBall ()
 {
     // Generate random ball index and random spawn position
     Vector3 spawnPos = new Vector3(Random.Range(spawnLimitXLeft, spawnLimitXRight), spawnPosY, 0);

     // instantiate ball at random spawn location
     Instantiate(ballPrefabs[Random.Range(0,2)], spawnPos, ballPrefabs[0].transform.rotation);
 }

}

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Answer by prof · Nov 26, 2019 at 05:58 AM

InvokeRepeating interval is not going to change once you called it. You can do this for expamle

 public class Test : MonoBehaviour{
 
     private bool stopRepeating = false;
     
     void Start(){
         Invoke(nameof(RepeatingFunction), Random.Range(1.0f, 3.0f));
     }
 
     void RepeatingFunction(){
         if (stopRepeating) return;
         
         Debug.Log("Do stuff");
         Invoke(nameof(RepeatingFunction), Random.Range(1.0f, 10.0f));
     }
 }
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avatar image prof · Nov 26, 2019 at 06:01 AM 0
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For stopping you can also use CancelInvoke method

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