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 Xysch · Oct 16, 2014 at 02:29 AM · c#collisionrigidbody2dgravity

Error when colliding and calling a IEnumerator

So I have code here and in the console the error says:

  1. The best overload method match for 'UnityEngine.WaitForSeconds(float)' has some invalid arguments
  2. Argument '#1' cannot convert 'double' expression to type 'float'
Basically I want the character to have is where he drops when you collide with the surface of the water and sink back down. This is what I have so far:`using UnityEngine; using System.Collections;

 public class FloatDown : MonoBehaviour {
       public bool gravity = false;
 
     // Use this for initialization
     void Start () {
         rigidbody2D.gravityScale = 0;
     }
 
     IEnumerator grav(){
         if (gravity == true) {
             yield return new WaitForSeconds(0.5);
             rigidbody2D.gravityScale = 0;
             gravity = false;
         }
     }
 
     void OnCollisionEnter2D(Collision2D coll) {
         if (coll.gameObject.tag == "Wall") {
                 rigidbody2D.gravityScale = 0.5f;
                 gravity = true;
                 StartCoroutine( grav() );
                 }
 
     }
 }
 

If you could help me, it would be very much appreciated. Thanks!

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Kiwasi · Oct 15, 2014 at 11:28 PM

Line 11 needs an f after your number

 yield return new WaitForSeconds(0.5f);
Comment
Add comment · Show 2 · 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
avatar image Bunny83 · Oct 16, 2014 at 02:44 AM 1
Share

Right, in C# the default floating point type is "double" while in UnityScript it is "float".

 //C#
 var a = 0.5f;  // a will be a float
 var b = 0.5d;  // b will be a double
 var c = 0.5;   // c will be a double since double is the default
 
 //UnityScript
 var a = 0.5f;  // a will be a float
 var b = 0.5d;  // b will be a double
 var c = 0.5;   // c will be a float since float is the default

A float can be assigned to a double without any problems but the reverse doesn't work since a double is twice as large as a float. You would need to explicitly cast the double value to a float which will result in a loss of precission. Since the constructor of WaitForSeconds expects a float value you should simply pass a float ins$$anonymous$$d of a double.

avatar image Xysch · Oct 16, 2014 at 07:19 PM 0
Share

Wow I'm stupid. I even had that earlier and I got rid of it cause I thought that was the error from before.

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

How to go about having two seperate Game Objects follow eachother? 1 Answer

Allow picked up object to collide with game level GameObjects 1 Answer

Distribute terrain in zones 3 Answers

Object shattering under a certain weight/force 3 Answers

Rigidbody2D Individual Gravity 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