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Question by jackerlo · Sep 19, 2018 at 03:55 AM · beginnerspawningreplacerandomspawningrandom-range

Random replace objects with random times? fixed location

What I'm trying to achieve is have a library of 2-3 objects and they keep replacing each other at random, with random amount of time each stays.

something like maybe have a null - which I can place at point i want to spawn objects at, and then attach 2-3 objects to that which it keeps calling with random amount of timeframes.?

Please help out, totally new to unity's coding rn.

next part- can i also put different random transitions when one object replaces/transformed in other?

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Answer by CherryPicker · Sep 19, 2018 at 10:22 AM

My guess would be that you need 2 functions.

One would be RandTime() to choose a random ammount of seconds to wait. Then you need RandObject() to choose a random object to instantiate

Here is approximatively what it would look like :

 Vector 3 spawnPoint = new Vector3 ([whatever location you like])
 GameObject[] customObjects = new GameObject[3]
 
 customObjects[0] = ... (whatever you like);
 customObjects[1] = ... (whatever you like);
 customObjects[2] = ... (whatever you like);
 
 GameObject currentInstantiatedObject;
 
 int RandTime() {
      int timeToWait = Random.Range(1,5);
      return timeToWait;
    }
 
 GameObject RandObject(GameObject[]  objects) {
     int whichObjectToReturn = Random.Range(-1, objects.Length - 1);
     return objects[whichObjectToReturn];
 }
 
 void Start() {
         currentInstantiatedObject = (GameObject) Instantiate(RandObject(customObjects), spawnPoint);
 }
 
 void checkNewObject()
 {
         GameObject newObject = Invoke("RandObject", RandTime());
         if (newObject != currentInstantiatedObject)
         {
              Destroy(currentInstantiedObject, 0f);
              // you can also put an animation here if you want a transition
              currentInstantiatedObject = (GameObject) Instantiate (newObject, spawnPoint);
         }
 }
 
 Update() {
       checkNewObject();
 }

I'm sure the syntax is not exactly correct, but these are the steps you should be taking logically speaking.

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