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Question by Mohamed Reda · Sep 29, 2014 at 10:45 PM · coroutinerenderer.enabled

Simple coroutine doesn't resume after setting renderer.enabled to false

Hello everyone,

I'm trying to make a bonus that starts with a trigger and last for one second. I've made a coroutine for that. here's my simplified code.

Here's what I get in the console : About to StartCoroutine disable about to yield return WaitForSeconds(1) back from StartCoroutine

And never get the "Just waited 1 second" log, as long as I have the ligne renderer.enabled = false or gameObject.SetActive(false). When I remove that line everyhting works perfectly... But I still need to $$anonymous$$de the gameObjectand disable it's collider.

 void OnTriggerEnter2D ()
   {
     activated = true;
     Debug.Log ("About to StartCoroutine");
     StartCoroutine (MyCoroutine ());
     Debug.Log ("Back from StartCoroutine");
   }
 
   IEnumerator MyCoroutine ()
   {
     t$$anonymous$$s.Disable ();
     Debug.Log ("about to yield return WaitForSeconds(1)");
     yield return new WaitForSeconds (1);
     Debug.Log ("Just waited 1 second");
   }
 
  void Disable ()
   {
     Debug.Log ("disable");
     t$$anonymous$$s.collider2D.enabled = false;
     t$$anonymous$$s.renderer.enabled = false;
     //gameObject.SetActive (false);
   }

Do you have any idea ?

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avatar image Addyarb · Sep 29, 2014 at 11:09 PM 0
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Change this.disable to Disable();.

avatar image Kiwasi · Sep 29, 2014 at 11:39 PM 0
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Kill the this. this.collider2D is equivalent to collider2D

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Answer by Kiwasi · Sep 29, 2014 at 11:45 PM

Coroutines will only continue to run on an active GameObject.

With t$$anonymous$$s set up as is you should see the following output

  • About to StartCoroutine

  • disable

  • about to yield return WaitForSeconds(1)

  • Back from StartCoroutine

  • 1 second delay

  • Just waited 1 second

Once you call gameObject.SetActive(false) you will stop execution at the first yield statement

There are a couple of options to resolve

  1. Call StartCoroutine on a separate GameObject that remains active

  2. Disable all components on your GameObject. Be careful with t$$anonymous$$s approach, it has the potential to mess up the behaviour of other components if not done correctly.

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avatar image Mohamed Reda · Sep 30, 2014 at 09:19 AM 0
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Thank you a lot for your answer. I moved the coroutine to another gameObject that will remain active in the scene and everything's resolved.

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