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Question by mcabezas26 · Oct 14, 2015 at 09:45 AM · timercrashing

Broken timer code, how to fix?

I'm trying to create a timer script that constantly counts down. However, whenever I run it, the entire Unity editor crashes and freezes. I've managed to isolate the code that is causing the problem:

     public void BombCountdown()
     {
         float BombTimer = RoundGenerator.Time; // Set a temporary bomb timer variable clone 
         while (BombTimer != 0) // While the bomb timer is still ticking
         {
             BombTimer -= Time.deltaTime; // Decrease the bomb timer count by 1 second per second
             Display.text = (Mathf.Round(BombTimer * 10) / 10).ToString("1f"); // Set the display to count in increments of 1/10
             if (PlayerController.fallOver) //If the player fell over the bridge
             {
                 break; // Stop counting down
             }
         }
 
     }

Any way to fix this and make it work normally (i.e. not crash when run)? ALSO: Is there any way to make the timer always show the 10ths decimal place? ToString("1F") only seems to simplify to the 10ths decimal point, not force it.

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Answer by AGuerchais · Oct 14, 2015 at 11:03 AM

Your code monopolize all the CPU until BombTime is exactly 0, you should try with coroutine, so unity can continue to run. And check BombTime > 0 otherwise you probably fall into an infinite loop

     void BombCountdown()
     {
          StartCoroutine(BombCountdownCoroutine());
     }
 
     IEnumerator BombCountdownCoroutine()
     {
         float BombTimer = RoundGenerator.Time;
         while(BombTimer > 0 && !PlayerController.fallOver)
         {
             Display.text = (Mathf.Round(BombTimer * 10) / 10).ToString("1f");
             yield return new WaitForEndOfFrame();
             BombTimer -= Time.deltaTime;
         }
     }
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