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Question by GingerNinja14 · Mar 07, 2014 at 08:33 PM · c#waitforseconds

WaitForSeconds Problem [C#]

Hi, im having a problem with the waitforseconds function. I have this script and i want it to spawn a cube at one of the designated points randomly, and it does this however it does it every second and it creates a giant cluster of massed cubes. So i tried to add a waitforseconds yet this also dosent work. I have tried everything and any help will be appretiated. Thanks in advance, Matt

Script:

 using UnityEngine;
 using System.Collections;
 
 public class moveUp : MonoBehaviour {
 
     public Transform pos1;
     public Transform pos2;
     public Transform pos3;
     public Transform pos4;
     public Rigidbody enemy;
 
     void Update(){
 
         int random = Random.Range(1, 7);
 
         switch (random) {
         case 1:
             StartCoroutine("hi");
             Rigidbody thing1 = Instantiate(enemy, pos1.position, pos1.rotation) as Rigidbody;
             break;
         case 2:
             StartCoroutine("hi");
             Rigidbody thing2 = Instantiate(enemy, pos2.position, pos2.rotation) as Rigidbody;
             break;
         case 3:
             StartCoroutine("hi");
             Rigidbody thing3 = Instantiate(enemy, pos3.position, pos3.rotation) as Rigidbody;
             break;
         case 4:
             StartCoroutine("hi");
             Rigidbody thing4 = Instantiate(enemy, pos4.position, pos4.rotation) as Rigidbody;
             break;
         }
 
     }
 
     IEnumerator hi(){
         yield return new WaitForSeconds(3);
     }
 
 }
 
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Answer by AFanOfHammers · Mar 07, 2014 at 09:09 PM

Or, you could also do something like this:

 private bool hivar = true;
 
 //^^needs to be different to the ienumerator name.
     
     IEnumerator hi(){
      if(hivar == true){
        hivar = false;
        //insert your spawn cube code here//
        yield return new WaitForSeconds(3);
        hivar = true;
      }

Your problem is that the 'start co-routine' is in update, which means it is called every frame. To stop this, insert a boolean called 'hivar,' or something different to your 'enumerator' name. This piece of the program will limit the number of cubes spawned, spawning only 1 every 3 seconds.

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avatar image GingerNinja14 · Mar 07, 2014 at 09:25 PM 0
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thank you this worked

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Answer by Stormizin · Mar 07, 2014 at 08:36 PM

Hello!

You started a Coroutine and once time started you can't use it again before stop it.

E.G:

  case 1:
          StartCoroutine("hi");
          Rigidbody thing1 = Instantiate(enemy, pos1.position, pos1.rotation) as Rigidbody;
          StopAllCoroutines();
          break;

Or instead use StopCoroutine("COROUTINE NAME");

More information: StopCoroutine

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avatar image GingerNinja14 · Mar 07, 2014 at 08:46 PM 0
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Im afraid that didnt work

avatar image Stormizin · Mar 07, 2014 at 08:48 PM 0
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Try to switch the instantiate from the case to the IEnumerator method, is you switch case working?

avatar image GingerNinja14 · Mar 07, 2014 at 08:51 PM 0
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The switch statement is working,

avatar image GingerNinja14 · Mar 07, 2014 at 08:55 PM 0
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also replaceing the case with ienumerator just brought out a load of errors

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Answer by Lennon Petrick · Mar 07, 2014 at 09:12 PM

what you have to do has to be in the method that is going to wait, like the following code, but you cannot call a Coroutine in a Update. Try call it in other method.

 IEnumerator hi(){
      yield return new WaitForSeconds(3);
 
      int random = Random.Range(1, 7);
  
      switch (random) {
           case 1:              
               Rigidbody thing1 = Instantiate(enemy, pos1.position, pos1.rotation) as Rigidbody;
           break;
           case 2:
               Rigidbody thing2 = Instantiate(enemy, pos2.position, pos2.rotation) as Rigidbody;
               break;
           case 3:
               Rigidbody thing3 = Instantiate(enemy, pos3.position, pos3.rotation) as Rigidbody;
               break;
           case 4:
               Rigidbody thing4 = Instantiate(enemy, pos4.position, pos4.rotation) as Rigidbody;
               break;
      }
 
 }
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Answer by DimitriUK · Jul 19, 2015 at 02:20 AM

 yield return new WaitForSeconds (Random.Range (10, 30));


Waiting a random time between 10 seconds and 30 seconds.

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