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Question by Tyronn · Feb 08, 2017 at 08:28 PM · c#waitforseconds

C# Wait time not working

so here is my script but for some reason the wait time doesnt work

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 using System.Linq;
 using System;
 
 public class ZombieToPlayer : MonoBehaviour {
 
     public GameObject goal;
 
     public int damping = 1;
     public int mineID;
 
     void Start()
     {
         gameObject.name = "Zam " + Zam.zamid;
         mineID = Zam.zamid;
         FindClosestEnemy();
     }
 
     void Update()
     {
         if (goal == null)
         {
             FindClosestEnemy();
         }
         else
         {
             FindClosestEnemy();
             NavMeshAgent agent = GetComponent<NavMeshAgent>();
             LookAtGoal();
             agent.destination = goal.transform.position;
         }
         StartCoroutine(TestCoroutine());
 
     }
 
     void FindClosestEnemy()
     {
         GameObject[] gos;
         gos = GameObject.FindGameObjectsWithTag("Player");
         float distance = Mathf.Infinity;
         Vector3 position = transform.position;
         foreach (GameObject go in gos)
         {
             Vector3 diff = go.transform.position - position;
             float curDistance = diff.sqrMagnitude;
             if (curDistance < distance)
             {
                 goal = go;
                 distance = curDistance;
 
                 Debug.Log("obj set to =" + goal);
             }
         }
     }
 
     void SetTarget(string target)
     {
         goal = GameObject.Find(target);
         NavMeshAgent agent = GetComponent<NavMeshAgent>();
         LookAtGoal();
         agent.destination = goal.transform.position;
     }
 
     void LookAtGoal()
     {
         Quaternion rotation = Quaternion.LookRotation(goal.transform.position - transform.position);
         transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
     }
 
     void OnTriggerEnter(Collider other)
     {
         goal = null;
         SetTarget(other.name);
     }
 
     IEnumerator TestCoroutine()
     {
        
             Debug.Log("TestCoroutine()");
             yield return new WaitForSeconds(3);
     }
 }
 
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Answer by Chikari · Feb 08, 2017 at 08:49 PM

First of all, the Coroutine won't slow down your Update() function. It's a _Co_routine.

So I assume you want to wait for your Debug.Log(). The problem is that you are Logging, and THEN you are waiting. If you want to slow down the Debug.log(), write:

  IEnumerator TestCoroutine()
  {
     yield return new WaitForSeconds(3);
     Debug.Log("TestCoroutine()");             
  }
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avatar image Tyronn · Feb 08, 2017 at 09:00 PM 0
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thank you, sir, I did not know this. very kind. :)

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