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Question by blackcloud1971 · Sep 27, 2013 at 01:42 AM · updatespawningspawning-enemies

Spawn object with time difference

So we are making this fish game where a bunch of "Enemy fish" will appear on the screen from the right side and the Player fish will have to avoid them by moving up & down. Now the problem occurs when we are trying to spawn those enemy fishes.

 void SpawnEnemy(){
 
    Instantiate(prefab, new Vector3(25, Random.Range(1,20), 0), Quaternion.identity);
 
 }
 
 int NextEnemySpawnTime = 0;
 int EnemySpawnRate = 5;
 
 void Update(){
 
     if((int)Time.time == NextEnemySpawnTime)){
 
          SpawnEnemy();
          NextEnemySpawnTime = (int)Time.time + EnemySpawnRate;
     }
 
 }

The idea was to create enemy fish every five seconds, but when we run this a whole bunch of cubes (enemy fishes) floods the screen. How can we make the Update function to call SpawnEnemy() function exactly every five seconds? We're bunch of newbies, any help/suggestion is appreciated.

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Answer by blackcloud1971 · Sep 29, 2013 at 07:11 PM

Ok so the problem was I was attaching this script to the object I wanted to re-spawn. So it was creating a copy of itself and that copy was making a copy and so on.... this was like a chain reaction, hence I ended up with lots of objects than I meant to.

To fix this problem I created an Empty object and attached this script to that Empty Object fixed the problem :)

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Answer by robertbu · Sep 27, 2013 at 01:46 AM

The easiest way to solve your problem would be to use InvokeRepeating(). In Start(), just do:

 InvokeRepeating("SpawnEnemy", 0.0f, 5.0f);

You don't need any of the code you are currently using in Update() if you use InvokeRepeating().

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avatar image blackcloud1971 · Oct 04, 2013 at 08:00 PM 0
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that was actually helpful, but I had to call my SpawnEnemy inside Update for other purposes, thx tho

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