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Question by SlimBun · Mar 24, 2020 at 06:12 PM · scripting problem3dscript error

StackOverFlowException: The requested operation caused a stack overflow

Hello. I am making a game, and I am getting this error: StackOverFlowException: The requested operation caused a stack overflow

This is my code I think is causing the problem:

     private IEnumerator SpawnWallJumpParticle()
     {
         if (IsWallJumping)
         {
             Instantiate(WallJumpParticle, transform.position, Quaternion.identity);
             yield return new WaitForSeconds(0.3f);
         }
         yield return StartCoroutine(SpawnWallJumpParticle());
     }

This is the full code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     private CharacterController Controller;
     public float Speed = 12f;
     public Vector3 Velocity;
     public float Gravity = -9.81f;
     public float JumpHight = 3f;
     public bool IsWallJumping;
     private Rigidbody Rigidbody;
     public float thrustForward = 1.0f;
     public float thrustUp = 1f;
     private bool IsGrounded;
     public bool IsCutScene;
     public ParticleSystem WallJumpParticle;
     void Start()
     {
         StartCoroutine(SpawnWallJumpParticle());
         Controller = GetComponent<CharacterController>();
         Rigidbody = gameObject.GetComponent<Rigidbody>();
         if (IsCutScene)
         {
             gameObject.GetComponent<Animator>().enabled = true;
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         if (IsCutScene == false)
         {
             float x = Input.GetAxis("Horizontal");
             float z = Input.GetAxis("Vertical");
             Vector3 Move = transform.right * x + transform.forward * z;
             Controller.Move(Move * Speed * Time.deltaTime);
             StartCoroutine(WallJump());
             if (Input.GetKey(KeyCode.Space))
             {
                 Jump();
             }
             if (Input.GetKey(KeyCode.LeftShift))
             {
                 transform.localScale = new Vector3(1, 0.7f, 1);
                 Controller.height = 3.8f / 2;
             }
             else
             {
                 transform.localScale = new Vector3(1, 1, 1);
                 Controller.height = 3.8f;
             }
         }
         Velocity.y += Gravity * Time.deltaTime;
         Controller.Move(Velocity * Time.deltaTime);
         if ((Controller.collisionFlags & CollisionFlags.Below) != 0)
         {
             IsGrounded = true;
             Velocity.y = -2f;
         }
         else
         {
             IsGrounded = false;
         }
     }
     private void Jump()
     {
         if (IsGrounded)
         { 
             Velocity.y = Mathf.Sqrt(JumpHight * -2f * Gravity);
         }
     }
     private IEnumerator WallJump()
     {
         if ((Controller.collisionFlags & CollisionFlags.Sides) != 0)
         {
             IsWallJumping = true;
             Gravity = 0;
             Rigidbody.AddForce(transform.forward * thrustForward);
             Rigidbody.AddForce(transform.up * thrustUp);
             Velocity = new Vector3(0,5,0);
             yield return new WaitForSeconds(1f);
             Velocity = new Vector3(0,-2f, 0);
         }
         else
         {
             IsWallJumping = false;
             Gravity = -9.81f;
         }
     }
     private IEnumerator SpawnWallJumpParticle()
     {
         if (IsWallJumping)
         {
             Instantiate(WallJumpParticle, transform.position, Quaternion.identity);
             yield return new WaitForSeconds(0.3f);
         }
         yield return StartCoroutine(SpawnWallJumpParticle());
     }
 }
 


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Answer by UnityToMakeMoney · Mar 24, 2020 at 06:50 PM

I believe that this part is causing an infinite loop because you always call it:

 yield return StartCoroutine(SpawnWallJumpParticle());

I may be wrong, but that is what it seems like to me. I suggest you find a way to not call the entire function in the Start method to check if that is the problem.

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