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This question was closed Aug 25, 2017 at 04:40 PM by Tryptex for the following reason:

The question is answered, right answer was accepted

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Question by Tryptex · Aug 15, 2017 at 06:26 PM · unity 5coroutineplatformervisual studioissue

Probem when trying to create a coroutine

I am trying to create a coroutine, but for some reason visual studio doesn't like it, can somebody help me:

public IEnumerator RespawnPlayerCo() {

     Instantiate(deathParticle, player.transform.position, player.transform.rotation);
     player.transform.position = currentCheckPoint.transform.position;
     player.GetComponent<Rigidbody2D>().velocity = Vector3.zero;
     Instantiate(respawnParticle, player.transform.position, player.transform.rotation);

 } 

It doesn't like the part where it says "RespawnPlayerCo" it says that not all code paths return a value.

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Answer by UnityCoach · Aug 15, 2017 at 06:43 PM

A CoRoutine must implement at least one yield statement.

You can do the following :

 public IEnumerator RespawnPlayerCo()
 {
      Instantiate(deathParticle, player.transform.position, player.transform.rotation);
      player.transform.position = currentCheckPoint.transform.position;
      player.GetComponent<Rigidbody2D>().velocity = Vector3.zero;
      Instantiate(respawnParticle, player.transform.position, player.transform.rotation);
     yield return true; // or
     yield return new WaitForSeconds (1f);
 }
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avatar image Tryptex · Aug 15, 2017 at 10:25 PM 0
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ya that works, THAN$$anonymous$$S!!!!!!!!!

avatar image Bunny83 · Aug 15, 2017 at 11:26 PM 1
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Never suggest to use

 yield return true;

or

 yield return 0f;

This is pointless and just generate garbage. A boolean value, a float value or int value are all value types. They need to be boxed when passed around as object. Boxing requires the temporary creation of a box object on the heap.

If you want to wait for the next frame, always use

 yield return null;

avatar image UnityCoach Bunny83 · Aug 16, 2017 at 12:23 AM 0
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Thanks @Bunny83, I'll keep that in $$anonymous$$d ;)

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