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Question by SuperCrow2 · Feb 20 at 05:53 AM · movementgameobjectunity 2dmovement scripttime.deltatime

How to make game object move every 10 seconds?

I would like my game object to move up after 10 seconds, then move down after 10 seconds, back and forth like that. Right now it only moves up after 10 seconds, I don't know how to make it so it goes back down after another 10 seconds and back and forth like that every 10 seconds.

 {
 
     [SerializeField]
     Transform[] waypoints; //way point path of game object
    
 
 
     [SerializeField]
     float moveSpeed = 3f;
     int waypointIndex = 0;
 
 
     //DON'T HAVE THE GAME OBJECT MOVE RIGHT AWAY, WAIT 10 SECONDS
     private bool isWait = true;
 
   void Start()
     {
         StartCoroutine(StartDelay());
         transform.position = waypoints[waypointIndex].transform.position;
 
  }
 
 
     private void Update()
     {
         //AFTER 10 SECONDS THE GAME OBJECT STARTS MOVING
 
         if (!isWait)  
         {
             Move();
         }
 
      //AFTER 3 SECONDS, STOP THE MOVEMENT
         if (isWait)
         {
             StartCoroutine(StopObject());
         }
 
   }
          
     private void Move()
  {
 
    transform.position = Vector3.MoveTowards(transform.position, waypoints[waypointIndex].transform.position, moveSpeed * Time.deltaTime);
 
             if (transform.position == waypoints[waypointIndex].transform.position)
             {
                 waypointIndex += 1;
             }
 
             if (waypointIndex == waypoints.Length)
                 waypointIndex = 0;
 
 
         }
     
  //after 10 seconds, the object moves
         IEnumerator StartDelay()
         {
             yield return new WaitForSeconds(10f);
              isWait = false; //object is no longer waiting to move
 
         }
     
     //once the object starts moving, it stops moving after 3 seconds
     IEnumerator StopObject()
     {
         yield return new WaitForSeconds(15f);
         isWait = true; //object stopped moving
 
     }
 
 }



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Answer by Tondoy · Feb 21 at 03:55 PM

I think I fixed your issue. The solution was to restart the coroutine, whene the object reached the waypoint. The code now looks like this:

 { 
     [SerializeField] Transform[] waypoints; //way point path of game object
     [SerializeField] float moveSpeed = 3f;
     int waypointIndex = 0;
 
     //DON'T HAVE THE GAME OBJECT MOVE RIGHT AWAY, WAIT 10 SECONDS
     private bool isWait = true;
 
     void Start()
     {
         StartCoroutine(StartDelay());
         transform.position = waypoints[waypointIndex].transform.position;
     }
 
     private void Update()
     {
         //AFTER 10 SECONDS THE GAME OBJECT STARTS MOVING
         if (!isWait)
         {
             Move();
         }
     }
 
     private void Move()
     {
         transform.position = Vector3.MoveTowards(transform.position, waypoints[waypointIndex].transform.position, moveSpeed * Time.deltaTime);
 
         if (transform.position == waypoints[waypointIndex].transform.position)
         {
             waypointIndex += 1;
             StartCoroutine(StartDelay()); // restarts the coroutine
         }
 
         if (waypointIndex == waypoints.Length)
             waypointIndex = 0;
     }
 
     //after 10 seconds, the object moves
     IEnumerator StartDelay()
     {
         isWait = true;//object now waits to move
         yield return new WaitForSeconds(2);
         isWait = false; //object is no longer waiting to move
     }
 }

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avatar image SuperCrow2 · Feb 24 at 02:40 AM 0
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thank worked. thanks.

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