Questions tagged [coroutines]

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1answer
29 views

How can I use a coroutine and GetAxis to rotate a game object?

For the sake of learning about coroutine, I want to convert the following to a cleaner Update that just calls a coroutine. How would I do that? ...
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1answer
28 views

Coroutine constantly updating animator transition

I have a problem for a while now and I am running out of ideas: I have a made a coroutine used to implement animations in the attacks, something like this ...
-2
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1answer
66 views

Why is my coroutines not working with in the if statement?

Isn't it possible to start co-routines under certain conditions? Or, it should only be started at the initial steps only? There is an enemy which will be de-activated after certain condition which ...
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0answers
37 views

Starting Couroutine in newly activated gameObject

I'm working on a UI system that animates an element's properties using coroutines. Every element that should be animated has a component called AnimatedUIElement ...
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0answers
32 views

Is a final yield return 0 required in corutines?

I have the following code run in a coroutine. I would like to know if the last yield return 0 is necessary and why. Thank you! ...
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1answer
28 views

Inflating a balloon while the user touches & holds the screen

I'm trying to create a simple balloon which will enlarge as the user touches and holds the screen. So I wrote something like this: ...
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1answer
94 views

Why even use coroutines in Unity?

I have been thinking about the use of Unity's coroutines recently, and while I've used them in the past, and am already aware of their bad reputation (although I've also seen posts on the unity forums ...
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0answers
36 views

Using stopwatch to adjust Coroutines running period

I usually see in the code base that we use Stopwatche to adjust coroutines running period in each frame. Questions: ...
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2answers
284 views

Display loading screen after scene change but wait for coroutine to finish

I thought I'd understood how coroutines work but I'm still experiencing problems getting them to run when I want them to run: There are two scenes in my game: The main menu one and a game one. The ...
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1answer
291 views

Unity: Loading screen without a coroutine (is it possible?)

I need to accomplish something specific but I'm not sure how to do it exactly: My game has 2 scenes: The main menu that has a couple of buttons... ... and the game scene that displays a different ...
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1answer
171 views

How can I make a coroutine run for a specific number of times in Unity?

I use coroutines in unity, with while(true) condition, which runs it indefinitely. I need to make the coroutine run for a specific number of times, let's say 10 times. Any pointers will be much ...
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1answer
52 views

Help understanding IEnumerator Move routine

I have this code and I know what it does (it will move an object up and down) But I don't know how its elements work. Could someone please explain it to me? ...
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1answer
977 views

How to create loading bar for asset bundles on Unity (without changing scene)?

So from the official documentation and unity forum now I know that there's async version of LoadFromFile (that I also will probably call ...
19
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1answer
4k views

What is wrong with my Respawn coroutine?

I am creating a 2D Platformer game in which if the player falls off the base/ground then I want the player to respawn at the nearest checkpoint. However I want there to be a delay between the player ...
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1answer
275 views

How can I optimize coroutines?

I have a script which has a Queue datastructure (code below). This queue holds more than 100 Actions. So currently my script does a yield return null after every ...
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1answer
234 views

Return value from coroutine to non monobehaviour

I have a class which is not a monobehaviour (lets call it "Generation"), and as such running CoRoutines from within are not an option. I have a monobehaviour (lets call this "TestScript") which needs ...
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0answers
44 views

Sequencing method calls with time delay

I'm trying to solve what seems to be (or should be) a very simple problem. I'd like to sequence several steps in a GameManager class with some time delay between them. In my case, I'd like to clear ...
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1answer
138 views

In Unity, how do I use the extra time in every frame to do some extra processing?

Let's say, for example, that my target framerate is 60 frames per second. Now, I know that I have a maximum of 16.6 milliseconds to "do everything" every frame in order to maintain that framerate. ...
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1answer
584 views

Recursive Unity Coroutine

I have a co-routine which is heavily reliant on calling itself to get the task done. I have tested it and the code works fine, the problem is that the co-routine will return every time that it enters ...
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1answer
1k views

How to start a Coroutine in another script?

I did some research about this but what i found was kinda confusing so I didn't actually understand it. Basically I have a coroutine that displays an image after 5 seconds, but I want that image to ...
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1answer
339 views

Coroutine doesn't work

I've been trying to make this work for days and I can't figure it out. I have a code, attached to an enemy prefab, that should display an image a couple seconds after an enemy spawns (this is to show ...
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2answers
596 views

Coroutine not working (Unity)

I made this code because I needed an image to display a couple seconds after an enemy spawns, but for some reason I can't make it work. There's no error in the console, but it doesn't display the ...
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1answer
3k views

Unity: How to resize a game object for a certain amount of time?

I've tried to make a coroutine like this ...
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1answer
153 views

How can I switch between starting a coroutine vs running the routine all at once?

I'm generating a level, and I have an optional delay to show the steps level generation one by one. If my generationDelay boolean is true, I want to use ...
2
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1answer
894 views

How to await player input using Coroutines

How can I accept player input using Coroutines, pausing execution of Unity while the player has not yet provided input? It seems like a simple problem, but I can't seem to figure it out. Here is my ...
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0answers
405 views

Get random point on NavMesh async

I am trying to spawn some entities on a navmesh at runtime. The entities need to spawn at a random point. Right now i use the following to get a random point: ...
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1answer
139 views

Using a Coroutine in a character move left/right situation for a random amount of time

So what I am trying to do is have an AI character make decisions based on 3 zones, far distance, mid distance, or close range (not yet to close range). So far, the logic is set up so the character if ...
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0answers
243 views

Difference between a normal function and coroutine without yeilding anything

I just came across a coroutine in my project, which does few calculation, which could have been done using normal function.There is no loop in that coroutine and contains ...
2
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1answer
2k views

How do I use coroutines to animate properly?

I have a coroutine, which I called from the Update() method on every click. First, I call AddTrunk() to add to my ...
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1answer
22 views

IEnumerator Loop not Drawing Changes to Transform.position

So, I'm working on an IEnumerator() that is called to spawn objects in a fountain style (kinda flying up and out and landing at a random spot nearby). I feel like I had this working for a hot minute, ...
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0answers
381 views

How do I correctly unload an additive Scene in WebGL?

I am creating an app in WebGL. I have a loading scene that I am loading additively: SceneManager.LoadScene("Loading Scene", LoadSceneMode.Additive); It loads ...
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1answer
64 views

GameObject that should have a fixed speed keeps accelerating

I'm using a coroutine to make a GameObject move from a random point A to a random point B. The GameObject should move along this trajectory at fixed intervals and at a constant speed. However, each ...
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3answers
2k views

On button click wait

I have a button I got from google material design asset pack which has a ripple animation when pressed. I'm using the button's click option in the inspector that calls a method that switches scenes. ...
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1answer
2k views

NullReferenceException in StartCoroutine method

Maybe it's a repeated subject in the community but other answers didn't solved my question... I tried as the tutorial: http://answers.unity3d.com/questions/11021/how-can-i-send-and-receive-data-to-...
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1answer
61 views

Delaying the game to restarts with Coroutine

I want to create some sort of delay for the game to restarts when the ball is stops moving but the game keeps restarting whenever the velocity reaches zero. I want use a timer where the game will ...
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1answer
4k views

NullReferenceException in Enumerator Type in Coroutine

That's not whole code, but the part that is not working: ...
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2answers
399 views

Possible to yield a coroutine when it is taking too long to run?

Suppose I have a function that raycasts from (0,0,0) to every object in the scene. Sometimes the scene contains just a couple objects and sometimes it contains several hundred. Is it possible to ...
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1answer
120 views

Showing the steps of a level generation process over multiple frames

I seem to be misunderstanding part of Unity. I'm generating a maze similar to the one here: http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes/ I put the whole of the generation in ...
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0answers
389 views

Create a stack driven coroutine based state machine for Unity

I am working on a game where I am using a coroutine based state machine which is mostly a multi class implementation of this link. I am using it because it allows me to create multi frame sequences. ...
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1answer
244 views

How do I use Couroutines for spawning and spawn certain amount of enemy AI in the scene?

I have made a spawn function for spawning enemy AIs, and it didn't work well in my scene. I have the enemy AIs spawning in the update function, and it initially works fine, but it's spawning too many ...
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1answer
194 views

How to track if an action is executing with IEnumerator and StartCoroutine

My code: ...
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1answer
148 views

How can I get separate caches for different coroutines? (Unity)

I want to fade out an image, so I have a coroutine FadeOut(). However, I want to have a separate image each time I call FadeOut. If I try to do something like this:...
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2answers
2k views

Pause a Coroutine while it's waiting for seconds

I have a Coroutine (X) that waits for seconds before it does something. However, during that time there is another Coroutine that may trigger (Y), and during the time it's on X has to pause waiting ...
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1answer
406 views

StartCoroutine from other MonoBehaviour is not working

I am trying to replicate the model of Unity documentation about coroutines, but I want to partition it in another class: I have these two: ...
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1answer
228 views

Coroutine doesn't continue after checking for bool

I have the following coroutine: ...
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1answer
141 views

Loop in coroutine stops after going halfway

I have a very weird problem with a particular loop in a coroutine: ...
11
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2answers
7k views

How to await async operations / coroutines?

I'm looking for a generic / reusable way to wait for coroutines and asynchronous operations to finish in Unity 5, similiar to C#5's await keyword. The simplest way ...
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2answers
2k views

Overriding CoRoutine doesn't execute base code

I want to have a CoRoutine declared as virtual in parent class and then overridden in child classes. ...
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0answers
84 views

Why doesn't this coroutine consistently finish?

I have a coroutine that operates like this: ...
2
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1answer
2k views

Put a coroutine on potentially infinite loop

I have several coroutines always running. I want to put these coroutines on hold as I set the game to pause mode. Consider the content of these coroutines as follows ...