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Question by abertronski · Jul 09, 2014 at 12:59 AM · c#yieldwaitforsecondsreturn

WaitForSeconds not running

Hello, I am trying to start this coroutine, and from the debug log it shows the WaitInSeconds being called, but it doesn't wait and counts quickly to 3. What am I doing wrong? Could this be related to the frame rate?

Also, on line 27, if I decrement the countdown_timer going from 3 to 1, Unity just freezes and starts to consume cpu cycles and I end up killing unity. I'm not seeing an infinite loop here, unless there's something else going on?

 using UnityEngine;
 using System.Collections;
 
 public class Countdown : MonoBehaviour {
 
     public static int countdown_timer;
     private TypogenicText tText;
 
     // Use this for initialization
     void Start () {
     
         tText = GetComponent<TypogenicText>();
         countdown_timer = 1;
 
 
     }
     
     // Update is called once per frame
     void Update () {
 
         while(countdown_timer < 4)
         {
             Debug.Log("Countdown for loop: " + countdown_timer);
             tText.Text = countdown_timer.ToString();
             tText.RebuildMesh();
             
             countdown_timer += 1;
             StartCoroutine(WaitInSeconds(1.0f));
         }
     
     }
 
     IEnumerator WaitInSeconds(float secs)
     {
         Debug.Log ("WaitInSeconds for " + secs);
         yield return new WaitForSeconds(secs);
 
     }
 }

Any help is appreciated, thanks!

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Answer by abertronski · Jul 09, 2014 at 02:24 AM

Found the following. Looks like calling the coroutine from update is the way to go, this way the WaitForSeconds function works. Guess I didn't grasp how a coroutine works.

http://answers.unity3d.com/questions/221127/another-question-about-yield-waitforseconds-in-c.html

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Answer by DoctorMoney · Jul 09, 2014 at 01:29 AM

You can't start a coroutine inside an update function. You'd need to call the coroutine from another function and then have it loop back to the update. I'd provide code but I have no idea how to code with C# sorry :/

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avatar image abertronski · Jul 09, 2014 at 01:37 AM 0
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Thanks, yeah I found another post and added as an answer moderator just didn't approve yet. However the waitforseconds still only worked for one second. I ended up using the time.deltatime. This appears to be a better friend when dealing with frames and the update() functions.

 if (countdown_timer > 1) {
             Debug.Log("countdown_timer is greater than 1");
             countdown_timer -= Time.deltaTime;
             tText.Text = countdown_timer.ToString ();
             tText.Rebuild$$anonymous$$esh ();
 
         }

Thanks!

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