• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Waffle Dragon · Mar 04, 2014 at 03:39 AM · c#enemyspawnnot workingover time

c# enemy's not spawning

Only the first 2 enemy's will spawn but none after that, also if spawnRate is higher the 0 then they don't spawn at all?

 using UnityEngine;
 using System.Collections;
  
 public class enemySpawn : MonoBehaviour {
 
    public GameObject enemy;
    private float timePassed = 0f, spawnRate = 0f, spawnTimer = 0f;
    private int numberOfEnemy = 2;
  
    void Start()
    {
       StartCoroutine(Speed());
       StartCoroutine(Spawn());
    }
  
    IEnumerator Speed()
    {
       timePassed += Time.deltaTime;
       if(timePassed >= 10.1f) {
          timePassed = 0.0f;
          numberOfEnemy++;
          spawnRate -= 0.5f;
          yield return spawnRate;
          yield return numberOfEnemy;
          yield return timePassed;
       }
    }
  
    IEnumerator Spawn()
    {
       spawnTimer += Time.deltaTime;
       if(spawnTimer > spawnRate) {
          for (int i = 0; i < numberOfEnemy; i++) {
             Instantiate(this.enemy);
          }
       spawnTimer = 0.0f;
       yield return spawnTimer;
       }
    }
 }
Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image highpockets · Mar 04, 2014 at 04:23 AM 1
Share

The conditional in Speed() is not true on the first time you call it and therefore that code will never see the light of materialization. Since I don't see you call it again, looks like numberOfEnemys will always be 2 and the function will terminate thereafter and unless you call these functions again at some point, nothing will change.

avatar image highpockets · Mar 04, 2014 at 04:32 AM 1
Share

Time.deltaTime is the time that has passed since the last frame so I don't think the conditional in Speed() will ever be true. $$anonymous$$aybe you meant Time.time which is the time that has passed since the beginning of the game, but still the first time you call it from the Start function, it won't be true. And the coroutine will effectively end without having done anything. A while statement within the coroutine, will probably better suite your needs

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by livevlad · Mar 04, 2014 at 12:19 PM

Try this function :

 IEnumerator Spawn()
    {
       while(true){
          return yield new WaitForSeconds (spawnRate);
          for (int i = 0; i < numberOfEnemy; i++) {
             Instantiate(this.enemy);
          }
       }
    }

WaitForSeconds will, as its name says, wait some seconds. It waits but does not stop the main thread.

Hope it helps !

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Flip over an object (smooth transition) 3 Answers

Unity how to make different enemy spawn one at a time 1 Answer

How to spawn enemy? (Enemies) 1 Answer

Multiple Cars not working 1 Answer

Extend only a part of an object unity 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges