• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by Preezy57 · Apr 17, 2014 at 12:30 AM · coroutinewaitforsecondsguitextienumeratorloops

How to make loop with call to IEnumerator actually pause?

Hello all,

I am calling my function enterFlightMode which I am trying to make last ten seconds. 1 second per iteration. Heres the code.

     IEnumerator oneSec()
     {
         yield return new WaitForSeconds (1.0f);
     }
 
     void enterFlightMode()
     {
         Debug.Log ("Entered Flight mode");
         for (int i = 10; i > 0; i--) {
                         flightText.guiText.text = "FLY! " + i;
                         StartCoroutine( "oneSec" );
                 }
         flightText.guiText.text = "";
         flightEnabled = false;
         jumping = true;
         Debug.Log ("Exited Flight mode");
 
     }

Essentially I want the two Debug.Log statements to execute 10 seconds apart; Each second changing my guiText. I hope this is enough information let me know if you guys need more.

Thanks in advanced P2

PS. I have tried a simple function call without StartCoroutine, but im not too sure of the difference

Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

  • Sort: 
avatar image
Best Answer

Answer by robertbu · Apr 17, 2014 at 12:43 AM

I see this form of code frequently on this list. You need to explore more about how a coroutine works. To make your code work you would have to make 'enterFlightMode' an IEnumerator, launch it with StartCoroutine() and move your yield statement into 'enterFlightMode'.

When executing code in a coroutine, when a yield is encountered, control returns immediately to the calling code. So, while each 'oneSec' waits the 1.0 second before completing, it does not cause 'enterFlightMode() to pause.

Comment
Loius
Noxury

People who like this

2 Show 0 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image

Answer by jonSG · Apr 17, 2014 at 12:52 AM

Along the lines of what I think robertbu is talking about, I think you want something more like this:

 private IEnumerator enterFlightMode() {
     Debug.Log ("Entered Flight mode");
 
     for (int i = 10; i > 0; i--) {
         flightText.guiText.text = "FLY! " + i;
         yield return new WaitForSeconds (1.0f);
     }
 
     flightText.guiText.text = "";
     flightEnabled = false;
     jumping = true;
 
     Debug.Log ("Exited Flight mode");
 }

if you don't need to actually do something every second, the for loop can come out and you would yield for 10 rather than 1

Comment
robertbu

People who like this

1 Show 0 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Unity Answers is in Read-Only mode

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta by June 9. Please note, Unity Answers is now in read-only so we can prepare for the final data migration.

For more information and updates, please read our full announcement thread in the Unity Forum.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Coroutine doesn't work when called from another method. 3 Answers

Can't get past WaitForSeconds in my coroutine 1 Answer

Need Help with a Null Reference 1 Answer

Delay after input? 1 Answer

How to stop coroutines, when paused 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges