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Hey everyone, I'm making a simple arcade-style collection game where apples fall and the player has to collect them. The apples fall from a random point (an array of empty gameObjects to simulate a tree), and then are supposed to wait a varying amount of seconds before dropping again. I thought the code below would work, but the yield command seems to cause the method to not run (everything else runs fine). Of course, removing the yield command results in a million spheres spawning everywhere. Any suggestions? The method as I have it is supposed to spawn another apple in a time frame of 1 to 5 seconds, using Random.Range to select the specific pause length.
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You cannot use yield WaitForSeconds in the update. That is your problem. As you call the function in the update no matter what you shuld use a timer instead. See below: This is calling the function 60 or more time per second and each call is waiting but with: now the function is not called until timer reaches the value Thanks! That did the trick. So, it seems that my makeApple method wasn't abstracted from the update method enough; that is, it didn't have any conditionals before running to check the time so the yield didn't yield results. Thanks again! Now to figure out the AI >_<
Aug 18 '12 at 01:21 PM
justinpatterson
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