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Question by Tourist · Mar 13, 2013 at 06:10 PM · coroutinewaitforseconds

WaitForSeconds does not work

Here is my coroutine :

 IEnumerator SyncLevelCoroutine(LevelData a_level)
 {            
     Network.SetSendingEnabled(0, false);
     Network.isMessageQueueRunning = false;
         
     Network.SetLevelPrefix(1);
     Application.LoadLevel(a_level.m_szLevelName);
         
     while(m_nStatus == EStatus.eSynchronizing)
     {
         yield return new WaitForSeconds(0.1f);
     }
                     
     Network.isMessageQueueRunning = true;
     Network.SetSendingEnabled(0, true);
         
     if(Network.isServer)
     {
         SetReady();
     }
     else
     {
         networkView.RPC("SetReady", RPCMode.Server);
     }
 }

and here is the call of the coroutine :

 StartCoroutine("SyncLevelCoroutine", level);

The coroutine is stopped in the WaitForSeconds statement. I have tried to put a Debug Log before this line, but the log is shown only once. Any log after the while loop is not shown. If I replace "yield return new WaitForSeconds(0.1f)" by "yield return null", it works. Any idea why WaitForSeconds lasts an eternity?

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avatar image PAEvenson · Mar 13, 2013 at 07:15 PM 0
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this guy had a similar problem. http://answers.unity3d.com/questions/60725/waitforseconds-problem-with-unity-pro.html

Check your timescale in your project settings. $$anonymous$$aybe thats the issue.

avatar image Tourist · Mar 14, 2013 at 09:24 AM 0
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well thank you, that was that... I m feeling so dumb right now...

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Answer by Tourist · Mar 14, 2013 at 09:24 AM

see comment

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