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Question by muzammilz · Sep 07, 2018 at 07:02 AM · editortime.deltatimestuckcountdowntimer-script

unity editor stck if i give a value greater than 0 to my time variable.whats the problem?

using UnityEngine; using System.Collections; public class Spawner : MonoBehaviour { public GameObject fallingBlockPrefab;

 public float timeLeft;
 public float secondsBetweenSpawns = 1;
 float nextSpawnTime;
 public Vector2 spawnSizeMinMax;
 public float spawnAngleMax;
 Vector2 screenHalfSizeWorldUnits;
 // Use this for initialization
 void Start () {
     screenHalfSizeWorldUnits = new Vector2 (Camera.main.aspect * Camera.main.orthographicSize, Camera.main.orthographicSize);
 }
 void FixedUpdate ()
 {
     timeLeft -= Time .deltaTime;

 }
 
 // Update is called once per frame
 void Update ()

 {

     while (timeLeft  >0)
     {
         if (Time.time > nextSpawnTime) 
         {
             nextSpawnTime = Time.time + secondsBetweenSpawns;
             float spawnAngle = Random.Range (-spawnAngleMax, spawnAngleMax);
             float spawnSize = Random.Range (spawnSizeMinMax.x, spawnSizeMinMax.y);
             Vector2 spawnPosition = new Vector2 (Random.Range (-screenHalfSizeWorldUnits.x, screenHalfSizeWorldUnits.x), screenHalfSizeWorldUnits.y + spawnSize / 0.2f);
             GameObject newBlock = (GameObject)Instantiate (fallingBlockPrefab, spawnPosition, Quaternion.Euler (Vector3.forward * spawnAngle));
             newBlock.transform.localScale = Vector2.one * spawnSize;
         }
     }
     
 }

}

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Answer by misher · Sep 07, 2018 at 08:35 AM

 timeLeft -= Time .deltaTime;

  1. there is a space between Time and dot.

  2. there are easier way to do what you do instead of this weird combination of FixedUpdate and Update, he is some example:

        public float spawnInterval = 1; // 1 second
        public bool autoStartSpawn = true;
         
         void Start () {
             if (autoStartSpawn)
                 StartSpawning();
         }
         
         [ContextMenu("Start Spwning")]
         void StartSpawning()
         {
             InvokeRepeating("Spawn", 0, spawnInterval);
         }
     
         [ContextMenu("Stop Spawning")]
         void StopSpawning()
         {
             CancelInvoke("Spawn");
         } 
     
         void Spawn()
         {
             Debug.Log("Spawned");
         }
    
    
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