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Question by unity_gaC7Q2kf-Uf7uQ · Mar 31 at 05:06 AM · delay

Need to make synchronous delay function (not running in parallel like coroutine or Invoke)

This Delay function I wrote is called after a button is pressed. When it runs, Unity crashes and doesn't even print the debug statement inside the while loop:

 private bool delayOver;
 
     public void Delay(float seconds)
     {
         delayOver = false;
 
         StartCoroutine(DelayCoroutine(seconds));
 
         while(!delayOver)
         {
             Debug.Log("in loop...");
         }
 
         Debug.Log("delay is over, do next thing");
     }
 
     private IEnumerator DelayCoroutine(float seconds)
     {
         yield return new WaitForSeconds(seconds);
 
         delayOver = true;
     }

Note: I am familiar with coroutines and the Invoke function, I have used both of them in the conventional way in games I've made. In this case I need to do it differently, like the code above, without it crashing.

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Answer by lmartinignacio · Mar 31 at 05:28 AM

@unity_gaC7Q2kf-Uf7uQ

I think you should not block the main thread with a while loop.

 private IEnumerator DelayCoroutine(float seconds)
      {
          Debug.Log("Before waiting"); //here you have what you want to execute before waiting
          yield return new WaitForSeconds(seconds);
          Debug.Log("delay is over"); //Here you have what should be executed after waiting.
      }




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avatar image unity_gaC7Q2kf-Uf7uQ · Mar 31 at 04:26 PM 0
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If I do it that way, then any code after the coroutine call will run in parallel with the coroutine, and I can't have that. I want to block the main thread. If that's not possible, then I'll have to try something else, but I want to know how I can make a synchronous delay.

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