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Question by unity_RdSByC3z-S4uPg · Jan 29 at 10:25 AM · scripting problemcoroutineobject referencepoint light

Light Flickering Problem - Wrong objects get referenced by the script

Hi, everyone Im having trouble with one of my scripts i want to make Lights flicker at a random pace, and it works Fine for 3 or less lights, but as soon as i add more than 3 lights all of them start to flicker even tho they dont have the sript applied to them. I cant figure out why it also seems like its an area thing like in a certain area it works but if i move them away it stops.

here is the Code for reference

 public class FlickeringLights : MonoBehaviour
 {
 
     public bool isflickering = false;
     public float timeDelay;
 
 
 
     void Update()
     {
 
         if (isflickering == false)
         {
 
             StartCoroutine(flickeringLights());
 
         }
 
         IEnumerator flickeringLights()
         {
             isflickering = true;
             // turn the Light on
             this.gameObject.GetComponent<Light>().enabled = true;
             timeDelay = Random.Range(0.01f, 0.5f);
             // wait random amount of Time
             yield return new WaitForSeconds(timeDelay);
             // turn Light off
             this.gameObject.GetComponent<Light>().enabled = false;
             // wait random amount of Time again
             timeDelay = Random.Range(0.01f, 0.2f);
             yield return new WaitForSeconds(timeDelay);
 
             isflickering = false;
         }
         
     }
 }`
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