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Question by user-4788 (google) · Sep 29, 2010 at 08:39 AM · instantiaterandomcoroutinetime

instantiating at a random time

trying to instantiate a prefab at a random time.Do I use coroutine to stop the instantiated object for a few seconds or is there any other way?I would be very grateful if someone could edit my code because I am a new unity/C# user.Thanks

using UnityEngine; using System.Collections;

public class aeroplane_prefab : MonoBehaviour { //private GameObject aeroplane_prefab; // Use this for initialization void Start () {

     setInitialPosition();

 }
 // Update is called once per frame
 void Update () {

     float speed =Random.Range(20f,10f);
     transform.Translate(Vector3.back * speed * Time.deltaTime);

     if (gameObject.transform.position.z <= -38)
     {
        //Destroy(gameObject);
       // 
         StartCoroutine(enemySpawn());
         Instantiate(gameObject, transform.position, Quaternion.identity);
     }
 }

 void setInitialPosition(){
     float randomy = Random.Range(36f, 46f);
     float x = 0;
     float y =randomy;
     float z = 45f;
     transform.position = new Vector3(x, y, z);
 }


 IEnumerator enemySpawn()
 {
         //Destroy(gameObject);
         yield return new WaitForSeconds(10f);
         Debug.Log("timeup");//just to check if its working

         }

}

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Answer by spinaljack · Sep 29, 2010 at 02:07 PM

e.g. instantiate code with a yeild

var prefab : GameObject;

function Start(){ var waitTime : float = Random.Range(0.0,100.0);

yield WaitForSeconds(waitTime);

Instantiate(prefab); }

http://unity3d.com/support/documentation/ScriptReference/WaitForSeconds.html

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