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Question by asha_man · May 20, 2014 at 02:47 PM · yielddelayresetc++

Forced player reset not being delayed

Hi, Not particularly wised up on c# scripting,so getting a bit stumped.

I have a racer on a track, with a number of game objects set up as safe reset points. Manual reset works fine, as does forced reset when you leave the track (hit a trigger collider), however the player gets forced reset immediately upon leaving the track, rather than being delayed by the desired 2 seconds.

Can anyone point me in the right direction for getting the delay to work?

 using UnityEngine;
 using System.Collections;
 
 public class ResetToTrack : MonoBehaviour
 
 {
     public Transform[] resetPoints;    
 
     void Update()
     {
         {
             if (Input.GetButtonDown ("reset")) 
             {
                 Debug.Log("Manual Reset");
                 ResetBoard ();
             }
         }
     }
 
     IEnumerator OnTriggerExit (Collider trig)
     {
 
         if (trig.gameObject.tag == "Respawn") 
                 
         yield return new WaitForSeconds(2);
         Debug.Log("Forced Reset");
         ResetBoard ();
     }
 
     void ResetBoard()
 
     {
         Transform closestTransform = null;
         float closestDistance = 999999999;
         Vector3 currentPos = transform.position;
 
         foreach (Transform trans in resetPoints) 
         {
             float currentDistance = Vector3.Distance (currentPos, trans.position);
             if (currentDistance < closestDistance) 
             {
                 closestDistance = currentDistance;
                 closestTransform = trans;
             }
         }
 
         transform.position = closestTransform.position;
         transform.rotation = closestTransform.rotation;
         Debug.Log("You Got Reset");
     }
 
 
 }

 


 

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Answer by Maerig · May 21, 2014 at 05:28 AM

I think your collider isn't tagged with "Respawn", but since your code is like this

 if (trig.gameObject.tag == "Respawn") 
  
 yield return new WaitForSeconds(2);
 Debug.Log("Forced Reset");
 ResetBoard ();

it only ignores the yield return new WaitForSeconds(2); line.

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avatar image asha_man · May 21, 2014 at 10:03 AM 0
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Urgh, how did i miss that! Thanks, that seems to have fixed it :)

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