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Question by qwertyp · Jun 12, 2011 at 02:33 AM · crashcoroutinelerp

Script Crashing

 var HaloLight : Light;
 private var HasStarted : boolean = false;
 
 function Update () {
     var info : RaycastHit;
     if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), info, 0.18)) {
         if (info.transform.gameObject.tag == "Tire") {//Tire is in position
             info.transform.rigidbody.velocity /= 1.5;//Slow tire down
             if (HasStarted == false) {//Have we done this before?
                 StartCoroutine(Teleport(info.transform.gameObject));
                 HasStarted = true;
             }
         }
     }
 }
 
 function Teleport (Tire : GameObject) {
     for (i = 0; i<1; i+=Time.deltaTime) { //The light grows...
         HaloLight.range = Mathf.Lerp(0,4,i);
     }
     Tire.SetActiveRecursively(false);//Hide tire
     yield WaitForSeconds(0.5);
     Camera.main.SendMessage("fadeOut");
 }

This is attached to a "teleporter". When the tire hits it, the light should grow until the tire dissapears and the screen fades to black. However, when StartCoroutine is called, Unity freezes and I have to force quit. What's wrong?

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Answer by Eric5h5 · Jun 12, 2011 at 02:56 AM

You don't have a yield in your for loop.

By the way, instead of transform.TransformDirection(Vector3.forward), you can just do transform.forward.

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