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Question by Toron4 · Mar 23, 2018 at 08:31 PM · c#coroutinetimewaitforsecondstimescale

Wait time after coroutine's wait seconds is complete

Im trying to pause the game have some animations play and then resume.

     IEnumerator wait()
     {
         player.GetComponent<PlayerController> ().setTime (0);
         deathCon.stop (true);
         Banner.SetActive (true);
 
         Debug.Log ("before stop");
 
         lerp = true;
 
         yield return new WaitForSecondsRealtime(3);
 
         Debug.Log ("after stop");
 
 
         lerp = false;
 
         nextLev = Random.Range (1, 3);
 
 
         transform.position = new Vector3 (0, (nextLev * -20) , -10);
         player.GetComponent<Rigidbody2D> ().velocity = new Vector2 (0, 0); //Reset Velocity
         deathCon.setDeath (new Vector2 (0, (nextLev * -20)-7), true, 0.2F); //Set deaths stats ((x,y), grow along Y axis, speed)
         player.transform.position = new Vector2(levels[nextLev].getPlayerPosX(), (levels[nextLev].getPlayerPosY() - 20 * nextLev));
         goal.transform.position = new Vector2 (levels[nextLev].getGoalPosX(), (levels[nextLev].getGoalPosY() - 20 * nextLev)); //Move Goal
         Banner.SetActive (false);
         //deathCon.stop (false);
         //player.GetComponent<PlayerController> ().setTime (1);
 
         Debug.Log ("finnished stop");
 
     }

With the two lines commented out everything works fine, but without them commented out the coroutine has about a 1.5 second wait time added to the end where player timescale = 0. This only happens when setting the players time to 1 or deaths time to 1. Any way to get rid of this wait time at the end?

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