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Try Event Driven (No timer needed except for scheduled events): Client side. when client moves or does something. It sents request to server to update itself what's happening. Server Side. Server updates client if any changes occur on his chat room or when something happens on map where players Range of sight needs to be affected, etc. If you still insist ...


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Before you read the code provided make sure you understand the pseudo code. // Assumptions: // Appliance objects provide the turnOn() function. // We have a collection of appliances we can access somehow. Pseudocode: // Constructor // Gather our appliances... // Kickoff the randomized start function // Randomized Start Function // Start a ...


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I would do this if(mouse_check_button_pressed(mb_left) && click) { click = false; alarm[0] = 30; } Then in your alarm[0] event say click = true; That way you don't have to check on what state the alarm is in all the time.


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In each Rock GameObject, just have a script that fires off a StartCoroutine in the Mono Start() method. The method the Coroutine calls can either have a yield WaitForSeconds call or your own custom timer logic before firing off the increase in speed. In regards to adjusting the speed of each object, I'm assuming you have something like a RockController ...


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as Instantiate creates a duplicate of a prefab, just attach a script defining your Rock to the rock GameObject and make sure you have in the Start() function a constructor that takes the elapsed time and modify your rock speed consequently.



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