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Question by huzaifaehsan_2023 · Jul 08, 2020 at 12:52 PM · gameobject2d gameunity 2dgamecoroutine

Hi I am making a 2D game and I am having problem with this script:

using UnityEngine; using UnityEngine.SceneManagement;

public class Projectile: MonoBehaviour {

 public float speed;
 private Transform player;
 private Vector2 target;


 [SerializeField] private GameObject _explosionPrefab;

 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player").transform;
     target = new Vector2(player.position.x, player.position.y);
 }

 void Update()
 {
     transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);

     if (transform.position.x == target.x && transform.position.y == target.y)
     {
         DestroyProjectile();
     }
 }


 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("Player"))
     {
         DestroyProjectile();
         Instantiate(_explosionPrefab, transform.position, Quaternion.identity);
         Destroy(other.gameObject);
         SceneManager.LoadScene("Menu");
     }

 }


 void DestroyProjectile()
 {
     Destroy(gameObject);
 }

}

I am trying to add a wait between the destruction of other game objects and the loading of the next scene but it is not working. I tried the coroutine function but it isn't working. Help needed, please!

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Answer by WildHunt777 · Jul 16, 2020 at 01:52 PM

Please, more specify what you exactly want to do. If you can delay one action before another, Coroutine should work just nicely.

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