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Question by artLightyear · Apr 03, 2014 at 08:55 AM · prefabrandomenemyspawncoroutines

Problem with random spawning and coroutine

Hello everyone. I'm actually pretty a newbie at coding, and I'm trying to figure out how to spawn a prefab randomly picked every x seconds (i've made a public float, so I can test the timing directly from inspector) - anyway, with the code i've written, the spawning begins after x seconds, and then starts to spawn prefabs every frame.

here's my code:

 using UnityEngine;
 using System.Collections;
 
 public class Game_manager : MonoBehaviour {
     
 
     public Transform[] teleport;
     public GameObject[] prefeb;
     public float waitTime;
     
 
     IEnumerator SpawnPics() {
 
         yield WaitForSeconds(waitTime);
         int tele_num = Random.Range(0,2);
         int prefeb_num = Random.Range(0,3);
         Instantiate(prefeb[prefeb_num], teleport[tele_num].position, teleport[tele_num].rotation );
 
     }
 
 
     void Update(){
         StartCoroutine("SpawnPics");
 
     }
 }
 

Can you help me figuring out where i'm going wrong?

thank you :)

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Answer by Xypherorion · Apr 12, 2015 at 09:31 PM

In your code it is adding a new call to SpawnPics(), thus each FRAME it is waiting for waitTime seconds and Instantiating your new prefab, I would propose checking against an elapsed float before starting your coroutine:

 using UnityEngine;
 using System.Collections;
  
 public class Game_manager : MonoBehaviour {
   float Elapsed = 0.0f;
   float WaitTime = 0.0f;
   float MinTime = 0.0f;
   float MaxTime = 5.0f;
 
   IEnumerator SpawnPics() {
     int tele_num = Random.Range(0,2);
     int prefeb_num = Random.Range(0,3);
     Instantiate(prefeb[prefeb_num], teleport[tele_num].position, teleport[tele_num].rotation );
   }
 
   void Update() {
     Elapsed += Time.deltaTime;
     if(Elapsed > WaitTime) {
       Elapsed = 0.0f;
       WaitTime = Random.Range(MinTime, MaxTime);
       StartCoroutine("SpawnPics");
       return yield null;
     }
   }
 }
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