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making objects spawn every 5 seconds with getkeyDown
Ok I know you cannot place waitForSeconds in Update()
but... what i'm going for is when the player hits spacebar a object is instantiated but,,, the player needs to wait for certain seconds before another object can be spawned???
tried using a for loop with an if statement imbeded in it no go made unity freeze...
tried using waitForSeconds but i'm not using it correctly .... so whats the easiest way to do this correctly...
Here is my code
using UnityEngine;
using System.Collections;
public class ballSpawnerScript : MonoBehaviour {
public Transform ball;
// Update is called once per frame
void Update () {
if (Input.GetKeyDown("space"))
{
print("space key was pressed");
//wait for certain amount of time
//clone a ball and spawn it on ball spawner
Transform theClonedBall;
theClonedBall = Instantiate(ball, transform.position, transform.rotation) as Transform;
}
}
}
Answer by rhys_vdw · Oct 07, 2012 at 04:11 AM
You could use IvokeRepeating and CancelInvoke, as Eric5h5 suggests. In which case you would call those methods on GetKeyDown and GetKeyUp respectively.
I tend to roll my own timing stuff, like this:
public class BallSpawner : MonoBehaviour {
public GameObject ball;
public float spawnPeriod = 5f;
private float nextSpawnTime;
// Update is called once per frame
void Update () {
if (Input.GetKey("space") && Time.time > nextSpawnTime) {
print("Spawning ball!");
nextSpawnTime = Time.time + spawnPeriod;
//clone a ball and spawn it on ball spawner
Transform theClonedBall = Instantiate(ball, transform.position,
transform.rotation).transform;
}
}
}
Note that I'm using GetKey instead of GetKeyDown to check if the key is being held.
Answer by Eric5h5 · Oct 07, 2012 at 03:54 AM
Update runs every single frame always; you cannot pause or delay it in any way. Do not use Update for things that you don't want to happen every frame. In this case you can use InvokeRepeating.
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