Timeline for Display image a couple seconds after an enemy spawns?
Current License: CC BY-SA 3.0
4 events
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Nov 6, 2017 at 14:16 | comment | added | John Hamilton | @EdMarty Ah yes, that's correct. Though he might want different images to stay at different intervals on screen and just instantiating them and leaving them to do their own thing could be better. (Highly dependent on the project etc.) | |
Nov 6, 2017 at 13:37 | comment | added | Ed Marty |
You shouldn’t need a separate script for the delayed Destroy call. Simply calling Destroy on the GameObject returned by Instantiate immediately after it’s instantiated inside of CreateWarningMessage should be sufficient.
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Nov 5, 2017 at 20:22 | history | edited | John Hamilton | CC BY-SA 3.0 |
Added some explanation.
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Nov 5, 2017 at 20:16 | history | answered | John Hamilton | CC BY-SA 3.0 |