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Question by onecolor · Mar 27, 2014 at 08:45 PM · movegame objects

applying movement to objects separately

hi everybody.

i've created a move script that allows my game object to move on the scene in x and y directions (it is a 2d project).

i've attached this script to my object's prefab and created another script that spawn this object repeatedly.

i want the objects to literally fall down in the scene (in the "y" direction") and, at the same time, to oscillate on the "x" direction.

i set up the script like this

 void Update()
   {
     
     movement = new Vector2((Mathf.PingPong(Time.time,2)-1),speedY);
   }

the problem is that all the spawned game object oscillate together but i'd like that they oscillate separately (ie. the first spawned object is oscillating according to a, for example, +0.8 value of Mathf.PingPong while the second spawned object is oscillating for a -0.8 value of Mathf.PingPong).

thanks!

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Answer by NoseKills · Mar 27, 2014 at 10:54 PM

Perhaps like this ?

     const float PINGPONG_LENGTH = 2f;
     const float PINGPONG_HALF_LENGTH = PINGPONG_LENGTH / 2f;
 
     float _Offset;
     void Start () 
     {
         _Offset = Random.Range(0, PINGPONG_LENGTH);
     }
 
     void Update () 
     {
         movement = new Vector2((Mathf.PingPong(Time.time + _Offset, PINGPONG_LENGTH) - PINGPONG_HALF_LENGTH), speedY);
     }
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avatar image onecolor · Mar 28, 2014 at 10:42 AM 0
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it works fine.

thank you!

avatar image NoseKills · Mar 28, 2014 at 06:05 PM 0
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Actually i think you should use _Offset = Random.Range(0, PINGPONG_LENGTH*2);

otherwise the objects will always start in the same direction, albeit in different phases

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