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Question by Vid-Maddness · Feb 06, 2016 at 07:03 PM · javascripterrornot workingfunction update

Function Update not working

I have a javascript that is supposed to let you pickup a battery but other stuff happens but when the script gets to the function update, i get errors. Can someone PLEASE help

 var monster : GameObject;
 var SoundObject : GameObject;
 var MeshObject : GameObject;
 var playerTag = "Player";
 var buttonInRange;
 private var hasPlayed = false;
 
 
 function OnTriggerEnter (c : Collider)
 {
 
 buttonInRange = true;
 }
 
 function OnTriggerExit (c : Collider)
 {
     buttonInRange = false;
 
 }
 
 function OnGUI ()
 {
     if(buttonInRange == true)
     {
         
         GUI.Label (Rect (Screen.width/2-50, Screen.height/2-55, 120, 50), "Pick up batteries");
     
 }
  function Update ()
 {
     if (buttonInRange == true)
     {
         if (Input.GetKeyDown ("e"))
         {
             if(!hasPlayed)
             {
              MeshObject.GetComponent.<MeshRenderer>().enabled = false;
              yield WaitForSeconds(0.5);
              SoundObject.active = true;
              yield WaitForSeconds(2.5);
              monster.active = true;
              SoundObject.active = false;
              hasPlayed = true;
              Destroy(gameObject);
             }
           }
          }
        }

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avatar image Lord_Ford · Feb 06, 2016 at 07:26 PM 0
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Looks to me like a parsing error. $$anonymous$$issing some "{ }" in your code, so the functions aren't closed. Line 27

avatar image Vid-Maddness Lord_Ford · Feb 07, 2016 at 02:11 AM 0
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I just did that, but i get the error "Update() can not be a coroutine." Any Ideas? @Lord_Ford

avatar image Vid-Maddness Lord_Ford · Feb 07, 2016 at 02:29 AM 0
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Hey i found the problem! The yield WaitForSeconds is causing it. But this script absolutely needs the yield WaitForSeconds. Is there a way to prevent it from causing an error?? @Lord_Ford

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Best Answer

Answer by mateo4632 · Feb 07, 2016 at 03:35 AM

You can't have yield WaitForSeconds in a function, it needs to be in a coroutine.

 IEnumerator Example() 
      {
          if (buttonInRange == true)
          {
              if (Input.GetKeyDown ("e"))
              {
                  if(!hasPlayed)
                  {
                   MeshObject.GetComponent.<MeshRenderer>().enabled = false;
                   yield WaitForSeconds(0.5);
                   SoundObject.active = true;
                   yield WaitForSeconds(2.5);
                   monster.active = true;
                   SoundObject.active = false;
                   hasPlayed = true;
                   Destroy(gameObject);
                  }
                }
               }
             }

But since you need this checked every frame add this before it.

 Function Update()
 {
      StartCoroutine("Example");
 }

This should work please let me know if this helped you!

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