So in my game, in order to activate two points of shooting to fire for my spaceship, I deactivated the single shooting feature by CancelInvoke() function(The InvokeRepeating function allowed for bullets to spawn continously at one location). Now, I want to activate that single shooting feature after I CancelInvoke() the function already. Is there a way to reactivate a canceled-invoked function?
Just call InvokeRepeating again?
Ok. I’ll try that. I thought there was a built in function or something. Thanks.
Yeah, it’s a built in function called ‘InvokeRepeating’.