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Question by saml_baker · Jan 20, 2018 at 04:19 AM · waitforseconds

The code after WaitForSeconds isn't working!

I am making a script where an object should disappear after 2 seconds and when it does it sets a bool named "canDraw" to false and then after 1 second it should set the bool back to true but for some reason it never sets it back to true! I have been trying to figure out what i've been doing wrong for a while now and still can't figure it out :( Please help!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Dissapear : MonoBehaviour {
 
     public static bool canDraw = true;
 
     public GameObject objectToActivate;
 
     private void Start()
     {
         StartCoroutine(ActivationRoutine());
     }
 
     private IEnumerator ActivationRoutine()
     {
         yield return new WaitForSeconds(2);
 
         objectToActivate.SetActive(false);
 
         canDraw = false;
 
        yield return new  WaitForSeconds(1);
 
         canDraw = true;
     }
 
     public void Update()
     {
 
         if (canDraw == false)
         {
             objectToActivate.SetActive(false);
         }else
         {
             objectToActivate.SetActive(true);
         }
 
     }
 }


 






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avatar image Hellium · Jan 20, 2018 at 01:16 PM 0
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Are you sure objectToActivate isn't the object holding the script? Disabling the gameobject will stop the coroutine.

avatar image saml_baker Hellium · Jan 25, 2018 at 03:22 AM 0
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The the script is on the "objectToActivate" script. How did I not think of that! Thank you! Also how would I go about changing it so that I can do this while having it on a separate game object?

avatar image Hellium saml_baker · Jan 25, 2018 at 08:28 AM 0
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You should put this script on an empty gameobject and drag & drop the initial object in the objectToActivate field.

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Answer by ActiveTech · Jan 20, 2018 at 08:54 PM

Try

 void Start()
      {
          StartCoroutine(ActivationRoutine());
      }

And

 IEnumerator ActivationRoutine()
      {
          yield return new WaitForSeconds(2);
  
          objectToActivate.SetActive(false);
  
          canDraw = false;
  
         yield return new  WaitForSeconds(1);
  
          canDraw = true;
      }


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avatar image saml_baker · Jan 25, 2018 at 03:18 AM 0
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Hmmm... I tried this and I still got the same result. I also tested it to make sure that it was something wrong with the IEnumerator and not, for example, the if statement and I found that that is the case. I have gone over this many times and I am still stumped. If you have any other ideas please help!

avatar image saml_baker saml_baker · Jan 25, 2018 at 03:19 AM 0
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*Just to clarify it is something wrong with the IEnumerator.

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