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Question by hooseeg · Jun 20, 2018 at 10:52 PM · c#not workingnoob

[noob] I have a script that theoretically should manage movement of a 2D GameObject...

Before I get to the question, I am an ultra-level noob, and this is my first post.

I'm probably breaking about a million best practice rules and misunderstanding many basic principles. Any corrections, whether about the code or the question, would be greatly appreciated

I have this script, which I thought would move a gameobject one unit slowly enough to show an animation. I have a 16x32 pixel sprite attached to the GameObject and the pixel-units ratio is set to 16p to 1 unit.

However, I am getting a CS0161 on line 16 of the code. I googled the error code, but I was unable to figure exactly how the problem worked and how to fix it.

If someone wouldn't mind looking at this and explaining why this doesn't work I would greatly appreciate it

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class NewBehaviourScript1 : MonoBehaviour {
     //Animation Delay
     public float animFrameDelay = .05f;
    
     //Adds a simple(r) method of adding a delay
     IEnumerator WaitFunc(float time)
     {
         yield return new WaitForSeconds(time);
     }
    
     //moves the object
     IEnumerator ObjectMover(float x, float y, float z)
     {
         int i = 0;
         while (i < 16)
         {
             Vector3 temp = new Vector3(x, y, z);
             transform.position += temp;
             WaitFunc(animFrameDelay);
             i++;
         }
       
        
     }
 
 
 
     // Use this for initialization
     void Start () {
        
     }
    
     // Update is called once per frame
     void Update () {
         bool up = Input.GetKey(KeyCode.UpArrow);
         bool down = Input.GetKey(KeyCode.DownArrow);
         bool left = Input.GetKey(KeyCode.LeftArrow);
         bool right = Input.GetKey(KeyCode.RightArrow);
         float TileSize = .0625F;
 
        
 
         if (up)
         {
             StartCoroutine(ObjectMover(0, TileSize, 0));
            
         }
         if (down)
         {
             StartCoroutine(ObjectMover(0, -TileSize, 0)); ;
            
         }
         if (left)
         {
             StartCoroutine(ObjectMover(-TileSize, 0, 0));
 
         }
         if (right)
         {
             StartCoroutine(ObjectMover(TileSize, 0, 0));
 
         }
     }
 }

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Answer by hooseeg · Jun 23, 2018 at 06:21 PM

Ok, this was a mess, sorry about the spaghetti everyone.

I wound up using Vector3.MoveTorwards and Time.DeltaTime

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