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Question by Dragon-Of-War · Sep 03, 2016 at 12:05 AM · coroutineyieldwaitforseconds

Script gets stuck on WaitForSeconds()

I have this script that creates a puddle for every 0.5 seconds. Though when the script gets to "yield return new WaitForSeconds()", it just stops right there. The rest of the FixedUpdate works but the CreatePuddle() is broken because of the WaitForSeconds(). Here's the script:

 using UnityEngine;
 using System.Collections;
 
 public class SlimeScript : EnemyScripts {
     //===========//
     //[VARIABLES]//
     //===========//
 
     //Public Variables
     public GameObject puddle;            //Puddle prefab
     public float delay;                    //Delay between puddle creations
 
     //Private variables
     bool canCreatePuddle = true;        //Can the script create another puddle?
 
     //===========//
     //[FUNCTIONS]//
     //===========//
 
     //Creates a puddle
     IEnumerator CreatePuddle(){
         canCreatePuddle = false;
         //Instantiate a puddle and sets the values
         Vector3 pos = new Vector3 (transform.position.x,transform.position.y,transform.position.z);
         GameObject newPuddle = Instantiate (puddle,pos,Quaternion.Euler(Vector3.zero)) as GameObject;
         newPuddle.transform.parent = transform.parent;
         newPuddle.GetComponent<DamageDealer> ().damage = damage;
         newPuddle.GetComponent<DamageDealer> ().friendly = false;
         //Delay
         print ("Created puddle");
         yield return new WaitForSeconds (0f);
         print ("Create new puddle");
         //Allow the script create another puddle
         canCreatePuddle = true;
     }
 
     public override void FixedUpdate(){
         base.FixedUpdate (); //Does everything that's in the base's FixedUpdate()
         //Create's a puddle
         if (canCreatePuddle)
             StartCoroutine (CreatePuddle());
         print ("Done");
     }
 }
 

UPDATE: https://youtu.be/uJURvk7rWB4. I'm still with the issue. I removed the enemy from the level and it worked.

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avatar image Whiteleaf · Sep 03, 2016 at 12:17 AM 0
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Try putting in "0.0001f" instead of 0f. That might be the issue.

If it prints, "Created Puddle", then the co routine is being called. If it prints, "Create new puddle", then it gets past the co routine. Otherwise, it's that causing it.

avatar image doublemax · Sep 03, 2016 at 12:17 AM 0
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 yield return new WaitForSeconds (0f);

Did you try WaitForSeconds with a value > 0? Maybe it's bugged and waits forever if you pass 0.

avatar image Dragon-Of-War · Sep 03, 2016 at 12:20 AM 0
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Yes, i did. I also forgot to mention that it didn't print "Created new puddle".

avatar image doublemax Dragon-Of-War · Sep 03, 2016 at 12:28 AM 0
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Did you try starting the Coroutine from Update()? Maybe the FixedUpdate() is the problem.

avatar image Dragon-Of-War · Sep 03, 2016 at 12:29 AM 0
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Ok so i tested something and it worked, though i had to remove the enemy out of the level. I will be making a video showing it.

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Answer by Dragon-Of-War · Sep 03, 2016 at 12:43 AM

The problem wasn't with the script. I guess the rooms switched deactivated in a way the the script glitched.

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