Coroutine working in the Unity Editor, but not when built and deployed to the Oculus Go
I have a coroutine that just triggers off a VFX and SFX on load:
IEnumerator onInitLoad(){
yield return new WaitForSeconds (2);
foreach (AudioSource a in startAudio) {
a.Play ();
}
foreach (ParticleSystem p in StartParticles) {
p.Play ();
}
}
This is triggered in the start method using StartCoroutine(onInitLoad()), this works perfectly and as expected in the Editor and Play mode., but not when built and deployed. Any ideas why?
E: After adding a debug UI Text in, the code isnt even running at all.
Answer by curtehs · Jul 12, 2018 at 03:25 PM
Fixed, other code was tripping up and erroring before it ran.
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