Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Luiz_Thiago · Dec 05, 2014 at 08:40 PM · coroutinecoroutine errors

Coroutine resetting a FOR iterator.

Hello everybody,

I have a question. I am performing a repeat loop with a FOR. In this "FOR", I'm calling a "YIELD RETURN NULL" in each repetition of the loop. The problem is that my iterator is always 0, and the loop eventually becomes infinite!

I recorded a video with the problem: VIDEO

And the code:

     IEnumerator ProcessSaveGame () {
         _isSaving = true;
         Data = new PlayerData();
 
         var buildings = StructuresManager.GetBuildingList();
         if (buildings != null && buildings.Count > 0)
         {
             yield return StartCoroutine(SaveBuildings(buildings));
         }
 
         BinaryFormatter bf = new BinaryFormatter();
         FileStream file = File.Create(Application.persistentDataPath + "/gameData001.dat");
         
         bf.Serialize(file, Data);
         file.Close();
 
         _isSaving = false;
     }
 
     IEnumerator SaveBuildings (List<Building> buildings) {
         for (int i = 0; i < buildings.Count; i++)
         {
             AddBuildingData(buildings[i]);
 
             yield return null;
         }
     }
Comment
Add comment · Show 5
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image gjf · Dec 05, 2014 at 04:51 PM 1
Share

try posting your code... easier than watching a video...

avatar image Luiz_Thiago · Dec 05, 2014 at 04:54 PM 1
Share

posted.... sry

avatar image gjf · Dec 05, 2014 at 04:56 PM 2
Share

what do you get by adding a print(buildings.Count); at the start of SaveBuildings()?

EDIT: any reason why you made it a coroutine?

avatar image Luiz_Thiago · Dec 05, 2014 at 04:58 PM 0
Share

2 2 2 2 2 2 2 2 2 2 2 2 ...

avatar image gjf · Dec 05, 2014 at 05:05 PM 1
Share

what if you move the yield outside of the loop?

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Luiz_Thiago · Dec 05, 2014 at 05:19 PM

Oh God!!! Sry... I'm calling the ProcessSaveGame() inside the AddBuildingData(buildings[i]);

GOD!!!!

Ty dude!

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

StartCoroutine_Auto can only be called from the main thread. 1 Answer

WaitForSeconds Not Working 4 Answers

Why doesn't a coroutine start executing from beginning when I start it again? 1 Answer

Coroutine Won't Stop Using IEnumerator 1 Answer

Multiple coroutine exicution order 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges