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Question by troll · Apr 20, 2011 at 11:39 PM · invokerepeating

Invoking does not work, but why?

private var delayTime : float = 4;

function Start() { InvokeRepeating("animateObject",0,16); print("started"); yield WaitForSeconds(3); print("Finish"); CancelInvoke("animateObject"); }

/**function Update () {

}**/

function animateObject() {

print("run");

//animation.Rewind("Rise"); animation.Play("Rise");

yield WaitForSeconds(delayTime);

//animation.Rewind("Stand"); animation.Play("Stand");

yield WaitForSeconds(delayTime);

//animation.Rewind("Stand"); animation.Play("Stand");

yield WaitForSeconds(delayTime);

//animation.Rewind("Stand"); animation.Play("Stand");

yield WaitForSeconds(delayTime);

//animation.Rewind("Sink"); animation.Play("Sink");

}

The invoking does not work... why oO?

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avatar image Peter G · Apr 21, 2011 at 12:06 AM 0
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What debug messages are being sent?

avatar image troll · Apr 21, 2011 at 01:00 AM 0
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Nothing is wrong in the debug, its just the run print never shows up... so it is broken at the invoking

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Answer by Eric5h5 · Apr 21, 2011 at 12:06 AM

You can't invoke coroutines. You can rewrite that as a coroutine using a loop instead of using InvokeRepeating.

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avatar image troll · Apr 21, 2011 at 01:35 AM 0
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what exactly i can not do?

avatar image Eric5h5 · Apr 21, 2011 at 02:50 AM 0
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Not sure what to say without repeating myself. You can't invoke coroutines. If your function is a coroutine, you can't invoke it. As simple as that.

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