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Question by dragonking300 · Dec 09, 2016 at 07:42 PM · c#scripting problembeginner

I want to have a cannon that infinitely fires after a certain number of time but my script crashes unity

Idk how to make a script wait like you can in the c# virtual studio console and when I try to load my script from what I could gather infinite loops crash unity. I think coroutines do something but I don't understand them. Could you help me find how to fix my script and explain how the Wait part of the script works ;-;

 using UnityEngine;
 using System.Collections;
 
 public class CannonScript : MonoBehaviour {
 
     GameObject prefab;
    public GameObject Cannon;
     public GameObject Bullet;
     public float Bullet_Foward_Force;
     void Start ()
     {           
     }
     void Update ()
     {
         for (int i = 0; i < 10; i++ )
         {
             GameObject temporary_Bullet_handler = Instantiate(Bullet, Cannon.transform.position,                       Cannon.transform.rotation) as GameObject;
 
            Rigidbody Temporary_Rigidbody;
 
            Temporary_Rigidbody = temporary_Bullet_handler.GetComponent();
 
            Temporary_Rigidbody.AddForce(transform.forward * Bullet_Foward_Force);
            //I want to have a script wait here
 
            Destroy(temporary_Bullet_handler, 10.0f);
            
       } 
    }
 }







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Answer by RobAnthem · Dec 09, 2016 at 07:56 PM

Your update script is going to attempt to do this process at least 30 times a second, it is going to cause a lot of issues off the bat, and your Destruction method should be an "oncollision" even attached to the bullet.

My suggestion is create a timer, or max bullet count, and make the Update script only instantiate x # of bullets at any given time. Also you could create a simple timed offset in your Update script by just make an int variable like this.

 int counter = 0;
 void Update
 {
    counter ++
    if (counter > 30)
    {
       //do stuff
       counter = 0;
    }
 }
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