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Question by Ouchiefree · Dec 02, 2015 at 10:02 AM · enemyfunctionsnested

Random Spawn timer

So I am trying to spawn random enemy objects at a semi random interval. The questions and answers on here are way more complicated than the code I have landed on. Here is what I am using:

void enemyspawn(){

     enemyposition = new Vector3 (Random.Range (-15, 15), -13f, 1f);
     GameObject enemyone = Instantiate (enemyonePrefab, enemyposition, Quaternion.identity) as GameObject;
     enemyone.transform.parent = transform;

     Invoke("enemyspawn", Random.Range (spawnmin, spawnmax));


 }

This seems to do exactly what I want it to do. I call it once from the Start() function and it spawns my object in the random(ish) location.

Am I missing something? Will there be unintended consequences with nesting like this? I think I am set but I am doubting myself at this point.

Thanks

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Answer by OncaLupe · Dec 04, 2015 at 04:20 AM

Should be fine from what I know. It's not actually nesting; the delayed Invoke call queues up the method, then the current one ends. It'd be nesting if the call immediately entered the method.

Another option you could use is a coroutine setup:

 void Start()
 {
      StartCoroutine("enemyspawn");
 }
 
 IEnumerator enemyspawn()
 {
      while(true)
      {
           //do stuff
           yield return new WaitForSeconds(Random.Range(spawnmin, spawnmax));
      }
 }
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