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Question by redietworkneh0771 · Jan 24 at 01:04 PM · c#

i want my method in the follwoing code to run longer than a microsecond so i can test stuff with it(I don't want to run it to run in the Update() method)

I am currently trying to test different rotations before beginning the game and i would like my move() method to run for a longer time than it for the processor to process it. Here is the code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     [SerializeField] private float speed;
     Quaternion[] Rotation;
     Vector3 Rotate;
     public bool loading = false;
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         Move();// How do i  make this run longer without putting it in the update method
     }
     public void Loading()
     {
         float i;
         loading = true;
         Tester();
         for(i = 0; i <= Rotation.Length; i++)
         {
             // i will fill this later with other code
         }
     }
     void Tester()
     {
         Rotate = new Vector3(0, 0, 0);
         Rotation[0] = Quaternion.Euler(Rotate);
         Rotate = new Vector3(0, 0, 90);
         Rotation[1] = Quaternion.Euler(Rotate);
         Rotate = new Vector3(0, 0, -90);
         Rotation[2] = Quaternion.Euler(Rotate);
         Rotate = new Vector3(0, 0, 180);
         Rotation[3] = Quaternion.Euler(Rotate);
     }
     void Move()
     {
         transform.position += transform.right * speed * Time.deltaTime;
     }
 }

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avatar image MUG806 · Jan 24 at 01:34 PM 0
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Why don't you want to use update? That's exactly what update is for. If you want things to happen over time instead of just once, you put it in update.

Do you have any specific reason you can't put it in update?

avatar image Captain_Pineapple · Jan 24 at 02:26 PM 0
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You'll have to add a better description what you mean by "run longer". This does not really make any sense (at least to me). Code execution takes as long as it takes - not more, not less.


Perhaps if you described what you actually aim to achive with this code people might be able to understand your problem

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Answer by Captain_Pineapple · 6 days ago

Please only post questions once... duplicate...


Either way, given your other description i think i understand what you want though i don't really get why you want it. Why not keep it in Update?


What you can do is the following:

  IEnumerator Move()
  {
      while(true) {
            transform.position += transform.right * speed * Time.deltaTime;
             yield return null;
       }
  }

and then write:

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

then your thing will move without the need for Update. Though this does exactly the same basically.

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