using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestCOntorller : MonoBehaviour {
public GameObject x;
private float z,c;
void Start () {
}
// Update is called once per frame
void Update () {
StartCoroutine (kocence ());
}
IEnumerator kocence(){Debug.Log ("dadD");
z = Random.Range (1f, 2f);
if (z <= 1.5) {
c = 0.3f;
} else {
c = 1.8f;
}
Instantiate (x, new Vector3 (2.93f, c, 0f),Quaternion.identity);
yield return new WaitForSeconds(10);
//Debug.Log ("dadD");
}}
My goal is to wait after every instantiate and not spam the screen with GameObjects .The Debug.Log does appear when i run the game “Debug.Log (“dadD”);” so the problem should be in the yield or at least i think so . I have no expiriance with coroutins thus any help willl be appriciated.