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Question by BCU_Euden · Mar 15, 2013 at 03:53 AM · crashspawninstantiation

Script crashing unity.

I'm trying to create asteroids that spawn from placed empty objects in the scene however the below script for which to instantiate them at random intervals is crashing the unity editor.

any clues as to why? and how I could solve this issue?

Code:

 using UnityEngine;
 
 using System.Collections;
 
 public class asteroidBehaviour : MonoBehaviour {
     public Rigidbody asteroid;
     public float speed=1500f;
     
     // Use this for initialization
     void Start () {
         SpawnAsteroid();
     }
     
      IEnumerator wait() {
         yield return new WaitForSeconds(Random.Range(10.0f, 15.0f));
     }
     
     void SpawnAsteroid(){
         while(true){
             wait();
         Rigidbody instance = Instantiate(asteroid, transform.position, transform.rotation) as Rigidbody;
         transform.RotateAround(instance.position,Vector3.up, 20*Time.deltaTime);
         
         Vector3 motion = transform.InverseTransformDirection(Vector3.forward);
         instance.AddForce(motion *speed);
     }
     }
     // Update is called once per frame
     void Update () {
         
         
     }
 }


Thanks,

Euden

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Answer by robertbu · Mar 15, 2013 at 04:17 AM

Here is a bit of rewriting of your code. Your main issue was how you were trying to use IEnumerator and yield:

 using UnityEngine;
 using System.Collections;
 
 public class AsteroidBehaviour : MonoBehaviour {
     public Rigidbody asteroid;
     public float speed=1500f;
     
     void Start () {
         StartCoroutine(SpawnAsteroid());
     }
 
     IEnumerator SpawnAsteroid(){
         while(true){
             yield return new WaitForSeconds(Random.Range(10.0f, 15.0f));
             Rigidbody instance = Instantiate(asteroid, transform.position, transform.rotation) as Rigidbody;
             transform.RotateAround(instance.position,Vector3.up, 20*Time.deltaTime);
             
             Vector3 motion = transform.InverseTransformDirection(Vector3.forward);
             instance.AddForce(motion *speed);
             }
     }
 }
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avatar image BCU_Euden · Mar 15, 2013 at 04:45 AM 0
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Thanks! this solved my problem, is there a way to get the asteroids to rotate as they move, this seems to have stopped the rotation alltogether

avatar image robertbu · Mar 15, 2013 at 05:13 AM 0
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You can use Rigidbody.AddRelativeTorque().

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