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Question by omaglana · Oct 15, 2018 at 01:49 AM · movementgameobjectspawning

Moving different objects with randomized value

Hi, Good day! For now I am trying to move the object with each has a randomized height and speed in Up and down pattern for every platform that moves vertically but the problem is that I also have an object which should not move vertically.

So in short how do I implement a randomized speed and height of levitating platform with each having a different value without affecting other prefabs? Note: that land[1] is a levitating prefab.

 private void FixedUpdate() {
         if (FindObjectOfType<Player>().isJump && !FindObjectOfType<GameOver>().disable) {
             platformObjs = GameObject.FindGameObjectsWithTag("land");
             foreach (GameObject platform in platformObjs) {
                 platform.transform.Translate(Vector3.left * 4.7f * Time.fixedDeltaTime);
             }
             startpoint = GameObject.FindGameObjectWithTag("startpoint");
             startpoint.transform.Translate(Vector3.left * 4.7f * Time.fixedDeltaTime);
         }
 
         GameObject[] platforms = GameObject.FindGameObjectsWithTag("land");
         float maxPlatformDistance = 0;
 
         foreach (var pltform in platforms) {
             maxPlatformDistance = Mathf.Max(maxPlatformDistance, pltform.transform.position.x);
             if (pltform.transform.position.x < -6.5f) {
                 rmbObjects.Add(pltform);
             }
         }
 
         if (maxPlatformDistance < 6.5f) {
             ObjectSpawn(maxPlatformDistance + mingap + Random.value * (maxgap - mingap));
         }
 
         foreach (var rmv in rmbObjects) {
             currentObject.Remove(rmv);
             Destroy(rmv);
         }
     }
 
     private void ObjectSpawn(float position) {
         if(position < 13f) {
             float randomPlatform = Random.Range(0f, 20f);
             if(randomPlatform < 8f) {
                 landObject = land[0].prefab;
                 landScore = land[0].score;
                 GameObject spawned = (GameObject)Instantiate(landObject);
                 spawned.transform.position = new Vector2(position, -5.5f - Random.value * 2.5f);
             }
             else { 
                 landObject = land[1].prefab;
                 landScore = land[1].score;
                 GameObject spawned = (GameObject)Instantiate(landObject);
                 spawned.transform.position = new Vector2(position, -4.0f - Random.value * 2.5f);
             }
 
             position += mingap + Random.value * (maxgap - mingap);
             //currentObject.Add(spawned);
             ObjectSpawn(position);
         }
     }

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