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Question by haoqi21 · Jun 21, 2019 at 01:28 AM · movementmovement script

How to get objects with the same script to act independently?

Currently, I have 2 objects that are supposed to act independently of each other. Both are just supposed to move around randomly, and stop and turn every so often. I am using the same script to control both objects, but this results in them always moving together in the same direction. I am using a private random to determine the direction of rotation, but it generates the same number in both scripts. How do I get them to turn independently, that is, have the two randoms generate different numbers?

Code if it helps:

 private Rigidbody selfRB;
 private Animator selfAnim;
 public playerStats player;

 private float timePassed = 0.0f;
 private float repeatTime = 4f;
 private System.Random rng = new System.Random();

 private int rotation;
 private bool moved = false;

 // Start is called before the first frame update
 void Start()
 {
     selfRB = GetComponent<Rigidbody>();
     selfAnim = GetComponent<Animator>();
     rotation = rng.Next(0, 360);
     print("RNG: " + rotation);
 }

 // Update is called once per frame
 void Update()
 {
     timePassed += Time.deltaTime; //ADDS TIME THAT HAS PASSED TO TOTAL TIME

     if (timePassed >= repeatTime) //RESETS TIME IF IT GOES OVER THE LIMIT
     {
         rotation = rng.Next(0, 360);
         timePassed = 0.0f;
     }

     print("OBJECT: " + gameObject.name);


     if (timePassed <= 2) //MOVING PERIOD
     {
         transform.eulerAngles = new Vector3(transform.eulerAngles.x, rotation + 0f, transform.rotation.z);
         selfRB.velocity = transform.forward * 7.5f;
         moved = true;
         selfAnim.SetBool("moving", true);
     }
     else if (moved) //WAIT PERIOD
     {
         selfRB.velocity = new Vector3(0, 0, 0);
         moved = false;
         selfAnim.SetBool("moving", false);
     }
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Answer by Freesmith · Jun 21, 2019 at 01:45 AM

try this:

// add this to header instead of private System.Random rng = new System.Random();

private float rng;

// add this in some method where you what to create random number

rng = Random.Range(0f, 360f);

or you could try this script, create a few game objects attach this script to them and after presing play observe a rng field in the inspector of each one using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class randomfloat : MonoBehaviour
 {
     [SerializeField]private float rng;
     // Start is called before the first frame update
     void Start()
     {
         rng = Random.Range(0f, 360f);
     }
 
     // Update is called once per frame
     void Update()
     {
         
     }
 }
 
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Answer by haoqi21 · Jun 21, 2019 at 01:45 AM

okay boiz, apparently im just dummy retarded and need to use UnityEngine.Random instead of System.Random

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