Timeline for Ensuring a Recursive method completes in one update tick?
Current License: CC BY-SA 4.0
18 events
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Jun 20, 2019 at 15:51 | comment | added | Big T Larrity | LOL @AC I think i have it fixed and it was a super simple and silly issue. It was just the order I called the methods in the update() loop, i was clearing the row before the movement and block creation. since I switch them around and put handle movement/block creation first it seems to be working perfectly . thanks for all help | |
Jun 20, 2019 at 15:13 | vote | accept | Big T Larrity | ||
Jun 20, 2019 at 15:13 | history | rollback | Big T Larrity |
Rollback to Revision 1 - rolled it back
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Jun 20, 2019 at 15:08 | comment | added | Big T Larrity | id like to roll it back and i will ask the question again another time but I don't know how. I only have an hour before work and after work Im going to have another look at my code. | |
Jun 20, 2019 at 15:06 | comment | added | DMGregory♦ | If you like, you can rollback the edit, and clarify your question rather than radically changing its focus. | |
Jun 20, 2019 at 15:06 | comment | added | Big T Larrity | sorry i agree, and thought of that after i made the edit | |
Jun 20, 2019 at 15:05 | comment | added | DMGregory♦ | It's best, once a question has an answer, not to alter it to the extent that it demands a different answer. Remember, this Q&A isn't just about helping you privately troubleshoot your game, it's also about creating a reference document that's useful to future developers struggling with similar issues. When you change the question such that it no longer describes your original issue, other devs struggling with similar issues won't be able to learn from this example. | |
Jun 20, 2019 at 15:01 | history | edited | Big T Larrity | CC BY-SA 4.0 |
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Jun 20, 2019 at 15:01 | comment | added | Big T Larrity | @DMGregory if I was to make ClearLines a IEnumerator and then have a yield inside that method somewhere is that the right track for me? (I used to know how to use these but its been a long time and i think i used to only be able to do it for waiting for set seconds, not until a certain loop and action had ended ... I mean it would be a dirty-fix but in my head im thinking there could be a sound effect 0.5secs long and I could force it to wait that time whilst clearing lines? is there a better way maybe? | |
Jun 20, 2019 at 14:50 | history | edited | Big T Larrity | CC BY-SA 4.0 |
added 78 characters in body
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Jun 20, 2019 at 14:42 | history | edited | Big T Larrity |
edited tags
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Jun 20, 2019 at 14:36 | history | edited | Big T Larrity | CC BY-SA 4.0 |
tidyed up question editing
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Jun 20, 2019 at 14:31 | comment | added | Big T Larrity | thanks very much for the help. I have changed the code quite a bit now, its nearly working but still some problems clearing all the lines. I am going to ask a new question very soon and put a link here. Maybe I can edit this question actually | |
Jun 20, 2019 at 14:27 | comment | added | DMGregory♦ |
Unless you're using a Coroutine, every method you call in Unity will run to completion within one update tick. There's literally no method by which the engine can stop the script and continue rendering the frame unless you explicitly return or yield control back to it. So the error here is in your code not doing the steps you expect it to before finishing, not Unity continuing with its update tick before you've finished.
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Jun 20, 2019 at 12:05 | vote | accept | Big T Larrity | ||
Jun 20, 2019 at 12:54 | |||||
Jun 20, 2019 at 11:19 | vote | accept | Big T Larrity | ||
Jun 20, 2019 at 11:20 | |||||
Jun 20, 2019 at 5:52 | answer | added | A C | timeline score: 4 | |
Jun 20, 2019 at 1:45 | history | asked | Big T Larrity | CC BY-SA 4.0 |