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Question by Catlinman · Nov 07, 2012 at 10:51 PM · timeyieldcoroutines

Using a unique time for yield WaitForSeconds

Hey guys,

I would like to use Time.timeSinceLevelLoad as the time used in yield WaitForSeconds. How would I be able to do this?

EDIT: What I am trying to do is when Time.timeScale = 0; yield WaitForSeconds still works as it is supposed to use timeSinceLevelLoad so that it can still yield while not using Time.time as it would be using Time.timeScale which is 0.

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Answer by FakeBerenger · Nov 07, 2012 at 11:14 PM

Simply :

JS

yield WaitForSeconds( Time.timeSinceLevelLoad );

C#

yield return new WaitForSeconds( Time.timeSinceLevelLoad );

However, beware, that might be a long time if the player starts the game, go grab a coffee or whatever.

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Answer by aldonaletto · Nov 07, 2012 at 11:13 PM

If I understood correctly what you want, just pass Time.timeSinceLevelLoad to WaitForSeconds:

 yield WaitForSeconds(Time.timeSinceLevelLoad);

But this seems weird: you will get a delay that expires at twice the level duration at the moment this instruction is executed - is this what you want?

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Answer by whydoidoit · Nov 08, 2012 at 02:36 PM

Take a look at my tutorial on Unity Gems on coroutines - the video for that includes building a version of WaitForSeconds that uses realTimeSinceStartup and hence works when the timeScale is 0. http://unitygems.com

The video is quite long :S You'd be looking to work somewhere around the 15 minute mark I seem to remember.

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