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Question by kmouse · Dec 19, 2010 at 08:26 PM · rigidbodyinstantiatespeedlag

Rigidbody load problem

I have a script:

var boxprefab : Rigidbody; function Update () { if (Input.GetKey("up")) { Instantiate(boxprefab, transform.position, transform.rotation); } if (Input.GetKey("space")) { Instantiate(boxprefab, (transform.position), transform.rotation);

 }  

}

but when i press space or up it creates the Rigidbody for a bit and the game starts to lag and not receive any key presses until the Rigidbodys have deleted themselves. How can i make it so that it doesn't lag?

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Answer by Eric5h5 · Dec 19, 2010 at 08:42 PM

Use GetKeyDown so you only instantiate once, not every frame.

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avatar image kmouse · Dec 19, 2010 at 10:48 PM 0
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Is there any way to stop the lag without slowing the creation rate of the creation of the Rigidbodies?

avatar image Eric5h5 · Dec 19, 2010 at 11:34 PM 0
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You really don't want to make one every frame, because that means it's framerate-dependent, which is bad. Use InvokeRepeating or a timer or something, but keep in $$anonymous$$d that lots of objects = lag, no matter what. The CPU can only do so much.

avatar image kmouse · Dec 23, 2010 at 08:35 PM 0
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is there a function that will make an object instantiate a certain amount of time each second?

avatar image Eric5h5 · Dec 23, 2010 at 09:29 PM 0
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InvokeRepeating, as I said.

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