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Question by SPIGS · Apr 22, 2014 at 10:13 PM · c#instantiatedistanceattack

Why is the method being called every frame even though it is InvokeRepeating?

This is a snippet of logic from a basic enemy I created. It is supposed to get the distance from the player, and if the player is close enough, Instantiate a Trigger box to deal damage, and then destroy the box. It is supposed to instantiate the box every 3 seconds, with the help of the InvokeRepeating. However, after the first initial 3 seconds, instead of continuing to get called every 3 seconds, it gets called every frame, resulting in insta-death. Everything else works fine though.

 if (Vector2.Distance(player.transform.position, transform.position) <= 1.5f) {
             InvokeRepeating("Attack",3f, //Works Fine
             3f); //Gets ignored. Method gets called every frame.

         } else {
             CancelInvoke(); //Works Fine

         }

Attack method:

 void Attack () {
             GameObject clone;
             clone = Instantiate (attack, attackposition[i].position, Quaternion.identity) as GameObject;
             Destroy(clone, .01f);
 }
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avatar image SPIGS · Apr 22, 2014 at 11:16 PM 0
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Ok, I got it not to call every frame, but the Ontriggerenter on the trigger won't call or do anything put inside of it.

avatar image getyour411 · Apr 22, 2014 at 11:40 PM 0
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There's no code here to even support that, so you should accept the answer as correct and start a new question after doing some research on triggers, there are many tutorials, videos, doc references, code snippets here on UA already (at the very least do some debug.log(other.name);

avatar image SPIGS · Apr 22, 2014 at 11:49 PM 0
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Guess I didn't do research! xD The solution was painfully simple.

avatar image xortrox · Apr 23, 2014 at 01:07 AM 0
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OnTriggerEnter

$$anonymous$$aybe you're not using triggers at all if nothing's happening?

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Answer by xortrox · Apr 22, 2014 at 10:17 PM

You are starting a new InvokeRepeating every frame as long as your if statement is true: if (Vector2.Distance(player.transform.position, transform.position)

If what I say is true then you need to check if you already started the invoke.

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