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Question by Void1ess · Jan 21 at 11:03 PM · gameobjectinstantiatefunctionenemy spawntime.time

Why isnt Time.time working when I switch scenes?

So I have 2 scenes, the main menu, and the game. When I press play on the engine and then play in the menu I can load into the game. The problem is that I am trying to instantiate objects depending on the time that the game started. I load into the game and the enemies are not spawning. Anything helps! Here is my instantiate script: using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class JumpSpawn : MonoBehaviour
 {
     public Transform[] Spawns;
     public GameObject Enemy;
     private float timetospawn = 0.5f;
     void FixedUpdate()
     {
         if (Time.time == timetospawn)
         {
             spawnenemy();
 
             timetospawn = timetospawn + 0.5f;
         }
     }
     
     void spawnenemy()
     {
         int randomIndex = Random.Range(0, Spawns.Length);
         for (int i = 0; i < Spawns.Length; i++)
         {
             if (randomIndex == i)
             {
                 GameObject clone = Instantiate(Enemy, Spawns[i].position, Quaternion.identity);
             }
         }
     }
 }

Ask me if you need anymore details!

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Answer by Void1ess · Jan 24 at 01:22 AM

Nvm I found a different solution by using WaitForSeconds. Here is the working script:`enter code here:`using System.Collections; using System.Collections.Generic; using UnityEngine;

public class SlideSpawner : MonoBehaviour { public Transform[] Spawns; public GameObject Enemy; public Rigidbody PRig; private float timetospawn = 0.5f; private bool candoagain = true; void Start() { StartCoroutine(Spwn()); }

 IEnumerator Spwn()
 {
     if (candoagain == true)
     {
         candoagain = false;
         yield return new WaitForSeconds(timetospawn);
         spawnenemy();
         candoagain = true;
     }
 }
 
 void spawnenemy()
 {
     int randomIndex = Random.Range(0, Spawns.Length);
     for (int i = 0; i < Spawns.Length; i++)
     {
         if (randomIndex == i)
         {
             GameObject Clone = Instantiate(Enemy, Spawns[i].position, Quaternion.identity);
         }
     }
 }

}`

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