//In Unity, spawn = instatiate.
//So if you want to spawn something you instantiate it like so:
public GameObject WhatToInstantiate; //Set this in the inspector to what you want to spawn
Instantiate(WhatToInstantiate, transform.position, transform.rotation);
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class spawnObject : MonoBehaviour
{
//Here, we declare variables.
public GameObject objToSpawn;
//public means the var is exposed in the inspector, which is super helpful.
public float timeLeft, originalTime;
// Update is called once per frame
void Update()
{
//tick down our timer:
timeLeft -= Time.deltaTime;
//timeLeft = timeLeft - Time.deltaTime;
if(timeLeft<=0)
{
SpawnIt();
//reset the time:
timeLeft = originalTime;
}
//let's also spawn on button press:
if (Input.GetKey(KeyCode.Return))
{
SpawnIt();
}
}
void SpawnIt()
{
//spawn our coin:
Instantiate(objToSpawn, transform.position, Quaternion.identity);
}
}
Code Example |
---|
Csharp :: |
:: |
Csharp :: json stringify c# |
:: |
:: |
:: string to int c# |
Csharp :: unity pause animator |
:: c# check if list contains string case insensitive |
Csharp :: c# summary link |
Csharp :: unity get current scene |
:: c# reverse list |
:: c# list object to json |
Csharp :: |
Csharp :: |
:: |
Csharp :: C# list to string one line |
:: |
:: |
Csharp :: |
:: unity c# set list to set active true |
:: |
Csharp :: |
:: vs code explorer font size |
:: |
:: enable canvas unity |
Csharp :: hello in c# |
Csharp :: |
:: |
:: get all sundays between two dates c# |
:: coroutine not eaffected by time.timescale unity |