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Question by ajrocks404 · Jun 12, 2021 at 04:08 AM · instantiatecrashcoroutine

Code freezes Unity and I don't know how to fix

I was making a very basic gun script, I don't remember what I did to make it not work, heres the main code

  Animator m_Animator;
     public Rigidbody Bullet;
     public Transform barrelEnd;
     public float firerate = 0.5f;
 
     // Start is called before the first frame update
     void Start()
     {
         m_Animator = gameObject.GetComponent<Animator>();
         StartCoroutine(SpawnLoop());
     }
 
     IEnumerator SpawnLoop()
     {
         while (enabled)
         {
             if (Input.GetButton("Fire1"))
             {
                 Rigidbody rocketInstance;
                 rocketInstance = Instantiate(Bullet, barrelEnd.position, barrelEnd.rotation) as Rigidbody;
                 m_Animator.SetBool("shoot", true);
                 yield return new WaitForSeconds(firerate);
             }
         }
     }
 
     void FixedUpdate()
     {
         m_Animator.SetBool("shoot", false);
     }

Sorry for the headaches.

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avatar image Eno-Khaon · Jun 12, 2021 at 06:24 AM 0
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The specific reason for the infinite loop can be seen when you grab only the important elements:

 while (enabled)
 {
     if (Input.GetButton("Fire1"))
     {
         yield return new WaitForSeconds(firerate);
     }
 }



In short, you only yield while the "Fire1" button is held. If you're not, you're stuck in an inescapable loop instead (which holding the button won't alleviate).

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Best Answer

Answer by theawesome1 · Jun 12, 2021 at 05:23 AM

try this:

 Animator m_Animator;
     public Rigidbody Bullet;
     public Transform barrelEnd;
     public float firerate = 0.5f;
     private bool shoot;
     // Start is called before the first frame update
     void Start()
     {
         m_Animator = gameObject.GetComponent<Animator>();
         StartCoroutine(SpawnLoop());
     }
     private void Update()
     {
         if (Input.GetButton("Fire1") && shoot == true)
         {
             StartCoroutine(SpawnLoop());
         }
     }
     IEnumerator SpawnLoop()
     {
             shoot = false;
             Rigidbody rocketInstance;
             rocketInstance = Instantiate(Bullet, barrelEnd.position, barrelEnd.rotation) as Rigidbody;
             m_Animator.SetBool("shoot", true);
             yield return new WaitForSeconds(firerate);
             shoot = true;
     }
 
     void FixedUpdate()
     {
         m_Animator.SetBool("shoot", false);
     }




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avatar image ajrocks404 · Jun 12, 2021 at 08:40 AM 0
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THANK YOU SO MUCH

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