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Question by nuska · Jul 04, 2020 at 03:10 PM · looping

loop stops after a while

i'm trying to create this script that activates 2 different functions depending on the distance between two objects, and it seems to work just fine the first few times, then it just stops

 void Fire()
         {
             if (Vector3.Distance(amico.transform.position, nemico.transform.position) < 4)
             {
                 keepgoing();
                 Debug.Log("cristo");
                 footpart.SetActive(true);
                 StartCoroutine(footparte());
                 GameObject tempBullet = Instantiate(bullet, transform.position, transform.rotation) as 
                 GameObject;
                 Rigidbody tempRigidBodyBullet = tempBullet.GetComponent<Rigidbody>();
                 tempRigidBodyBullet.AddForce(tempRigidBodyBullet.transform.forward * bulletSpeed);
                 Destroy(tempBullet, 0.15f);
                 timestamp = Time.time + ShootRate;
                 Count = +1;
                 bulletAudio.Play();
             }
             else
             {
                 Debug.Log("fail");
                 keepgoing();
             }
         }
         void keepgoing()
         {
             StartCoroutine(keepgoing1());
             Debug.Log("boh");
         }
         IEnumerator keepgoing1()
         {
             yield return new WaitForSeconds(Random.Range(2f, 3f));
             actions[Random.Range(0,actions.Length)]();
             Debug.Log("aaa");
             Fire();
         }
         IEnumerator footparte()
         {
             yield return new WaitForSeconds(0.3f);
             footpart.SetActive(false);
         }






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avatar image UnityedWeStand · Jul 04, 2020 at 08:15 PM 0
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actions[Random.Range(0,actions.Length)]();

Can you post everything that is stored in the actions array?

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Answer by ray2yar · Jul 04, 2020 at 10:45 PM

I tested your loop structure without all the other code and it works fine.... However, I'm curious as to why you use keepgoing() to start a coroutine- why not just start the coroutine from within that fire() loop without the additional function? Anyways your error is not the loop itself as far as I can tell.

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