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Question by BAUER102 · Jun 22, 2013 at 07:24 PM · c#coroutineclassstatic

Couroutines not working in static class

T$$anonymous$$s is giving me the following error, is there any workaround for t$$anonymous$$s?

'Assets/timeManager.cs(28,17): error CS0103: The name`StartCoroutine' does not exist in the current context'

 using UnityEngine;
 using System;
 using System.Collections;
 using System.Collections.Generic;
 
 public static class timeManager {
 
     private static float originalFixedDelta = Time.fixedDeltaTime;
     
     #region Internal Coroutines
     
     private static IEnumerator SlowMotionCurveCouroutine(float minTimeScale, float totalTime)
     {
         
         yield return null;
     }
     
     #endregion
     
     public static void SetTimescale(float newTimescale)
     {
         Time.timeScale = newTimescale;
         Time.fixedDeltaTime = newTimescale * originalFixedDelta;
     }
     
     public static void SlowMotionCurve(float minTimeScale, float totalTime)
     {
         StartCoroutine(SlowMotionCurve(minTimeScale, totalTime));
     }
     
 }
 
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Answer by Julien-Lynge · Jun 22, 2013 at 07:40 PM

Coroutines derive from MonoBehavior (http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.html)

T$$anonymous$$s means that your class must similarly derive from MonoBehaviour, and the coroutine must be managed by an instance of a MonoBehaviour-derived class. In other words, you cannot start a coroutine from a static class. You could, for instance, define a singleton MonoBehaviour class to manage your couroutines, and then just call MyClass.Instance.StartCoroutine, and you can pass t$$anonymous$$s a static IEnumerator. People have also built classes to wrap around and manage coroutines from static classes. T$$anonymous$$s is the one I happen to use: http://forum.unity3d.com/threads/94220-A-more-flexible-coroutine-interface

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