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Question by pankul · May 25, 2013 at 03:41 PM · yieldinvisibledisappear

Problem with yield/IEnumerator

Hi guys....i am working on a 2D shooting game in which enemy gets destroyed after getting hit by a bullet and then reappears after 2 sec at some random position on x-axis.

my code is :

using UnityEngine; using System.Collections;

public class collision : MonoBehaviour {

 IEnumerator OnCollisionEnter (Collision objectCollided)
 {
     if (objectCollided.gameObject.name == "enemy")
     {
         Destroy(this.gameObject); // to destroy bullet
         objectCollided.gameObject.renderer.enabled = false;
         yield return new WaitForSeconds(2);
         
         GameObject.Find("enemy").transform.position = new  
                                           Vector3(Random.Range(9.0f,23.0f),3.5f,0); 

         objectCollided.gameObject.renderer.enabled = true;
     }
 }

}

The problem is that enemy disappears but does not reappear anywhere. If i use void instead of IEnumerator and delete yield statement, then it works fine but then there is no time delay. Please advice me how to do this.

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Answer by Eric5h5 · May 25, 2013 at 04:23 PM

That can't work since you destroy the object that the script is on. So none of the code after Destroy will run.

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avatar image pankul · May 25, 2013 at 05:03 PM 0
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Destroy is for the bullet. and for enemy, i used renderer.enabled=false. till here it works. but the command renderer.enabled = true does not work. And if i delete yield statement and change IEnumerator to void, then the entire code works fine but i am not able to provide time delay in that case.

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