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Question by jahjah3 · Apr 19, 2013 at 06:44 AM · c#coroutinecoroutines

Two coroutines in Start(), must exec consecutively

I need to run two coroutines in my Start(), and I need them to execute consecutively. Here's my code:

 void Start () {
 
         CreateWalls();
         
         StartCoroutine (GenerateMaze(0,0,0));    
         
         StartCoroutine (GenerateMaze(24,24,1));    
 
     }

To clarify, I want the first GenerateMaze to run. As soon as that function finishes, the second GenerateMaze should execute. The code posted above runs both instances of GenerateMaze on scene play. I tried implementing a spin lock by adding a global bool "ready"

 void Start () {
 
         CreateWalls();
         
         StartCoroutine (GenerateMaze(0,0,0));    
 
         while (!ready){}
 
         StartCoroutine (GenerateMaze(24,24,1));    
 
     }

Yet this causes Unity to crash when it shouldn't. What is the correct way to implement this?

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avatar image Owen-Reynolds · Apr 19, 2013 at 03:01 PM 0
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A unity spin lock looks like while(!done) { yield return 0; }.

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Answer by Bunny83 · Apr 19, 2013 at 07:02 AM

You simply need to make Start also a coroutine so it can wait for your other coroutines:

 IEnumerator Start ()
 {
     CreateWalls();
     yield return StartCoroutine (GenerateMaze(0,0,0));
     yield return StartCoroutine (GenerateMaze(24,24,1));
 }

This will execute them one by one. The second yield return wouldn't be necessary since there's nothing after your second GenerateMaze, but just in case... ;)

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