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Question by EnishanTopuz · Nov 14, 2021 at 05:23 PM · untiy3d

is there a way to make it so that they can spawn at random times 1 by 1

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class newSpawner : MonoBehaviour { public int numObjects = 10; public GameObject prefab;

 void Start()
 {
     Vector3 center = transform.position;
     for (int i = 0; i < numObjects; i++)
     {
         Vector3 pos = RandomCircle(center, 20.0f);
         Quaternion rot = Quaternion.FromToRotation(Vector3.forward, center - pos);
         Instantiate(prefab, pos, rot);
     }
 }

 Vector3 RandomCircle(Vector3 center, float radius)
 {
     float value; 
     value = Random.value * 360;
     Vector3 pos;
     pos.x = center.x + radius * Mathf.Sin(value * Mathf.Deg2Rad);
     value = Random.value * 360;
     pos.y = center.y + radius * Mathf.Cos(value * Mathf.Deg2Rad);
     value = Random.value * 360;
     pos.z = center.z + radius * Mathf.Sin(value * Mathf.Deg2Rad); 
     return pos;
 }

}

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Answer by Kona · Nov 14, 2021 at 05:42 PM

 public float maxSpawnDelay = 3f;  //Max delay until next spawn in seconds
 public float minSpawnDelay = 1f;   //Min delay until next spawn in seconds
 
 private bool _spawning;   //Determine if spawn sequence is active
 private float _lastSpawn;  //Last time a prefab spawned
 private float _curDelay;     //Current delay in seconds until a spawn should occur
 private int _curIndex;      //Amount of objects spawned
 
 void Start(){
 _curDelay = Random.Range( minSpawnDelay, maxSpawnDelay ); //Get a new delay for next spawn
 _lastSpawn = Time.time;  //Cache time when begun
 
 _spawning = true;   //Starts the spawn sequence
 }
 //Progress the spawn sequence, should be called every time the prefab is instantiated
 void OnSpawned() {
 _curIndex++;
 _lastSpawn = Time.time;
 _curDelay = Random.Range( minSpawnDelay, maxSpawnDelay );

 }

 void Update() {
 if( !_spawning ) {
 return;  //Stop if spawn sequence is not active
 }
 
 if( Time.time - _lastSpawn >= _curDelay ) { //When enough time has passed spawn a new prefab instance
 Vector3 pos = RandomCircle( transform.position, 20f );
 Quaternion rot = Quaternion.FromToRotation( Vector3.forward, center - pos);
 Instantiate( prefab, pos, rot );
 OnSpawned();
 }
 
 if( _curIndex >= numObjects ) {
 _spawning = false;   //Stop spawn sequence when the target number of objects has been instantiated
 }
 }

One, of multiple ways to achieve this. :)

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