Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Danielman2 · Aug 04, 2013 at 03:45 PM · coroutineupdatecanta

Update () cant be a coroutine

I´m making a script that loads a level after collecting certain amount of pages like slender.... here is the FULL script;

 #pragma strict
 @script RequireComponent ( AudioSource )
 var papers : int = 0;
 var papersToWin = 8;
 var distanceToPaper : float = 2.5;
 public var paperPickup : AudioClip;
 
 function Start () 
 {
     Screen.lockCursor = true;
 }
 
 function Update () 
 {
     if(Input.GetMouseButtonDown (0) || Input.GetKeyDown (KeyCode.E))
     {
     var ray = Camera.main.ScreenPointToRay(Vector3(Screen.width * 0.5, Screen.height * 0.5, 0.0));
     var hit : RaycastHit;
     
     if(Physics.Raycast(ray, hit, distanceToPaper))
     {
     
     if(hit.collider.gameObject.name == "Paper")
     {
      papers += 1;
      audio.PlayClipAtPoint(paperPickup, transform.position);
      Destroy(hit.collider.gameObject);
      
      if( papers < papersToWin)
          yield WaitForSeconds(3);
          Application.LoadLevel("next");
     }
     }
     }
 }
 
 function OnGUI ()
 {
     if(papers < papersToWin)
     {
     GUI.Box(Rect((Screen.width * 0.5) -60, 10, 120, 25),  papers.ToString() + " of " + papersToWin.ToString() + " Pages");
     }
     else
     GUI.Box(Rect((Screen.width/2) - 100, 10, 200, 35), "You Won!");
 }
Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Danielman2 · Aug 05, 2013 at 07:41 PM 0
Share

I get this error BCE0089: Type 'Collect' already has a definition for 'Start()'

avatar image aldonaletto · Aug 07, 2013 at 02:26 AM 0
Share

As said below, you can't use yield inside Update - move the code to another function. About the error: the script Collect.js has two functions Start declared - apparently that's not the case of the script above, but it may have changed since the question was posted.

2 Replies

· Add your reply
  • Sort: 
avatar image
2

Answer by aldonaletto · Aug 04, 2013 at 04:00 PM

Unity is right: Update can't be a coroutine. You can call a coroutine from Update, or use a "CoUpdate" coroutine instead:

 function Start(): IEnumerator { // turn Start into a coroutine
   while (true){// create an eternal loop
     yield CoUpdate(); // call CoUpdate each frame
   }
 }

 function CoUpdate(): IEnumerator { // CoUpdate is called every frame
   if (papers < papersToWin){
     yield WaitForSeconds(3); // CoUpdate can WaitForSeconds!
     Application.LoadLevel("next");
   }
 }

If you want to use Update, write a separate coroutine and make sure it's not called again while executing! : each time you call a coroutine, a new instance of it is created and starts running, thus in a few seconds you may have lots of coroutines executing in parallel:

 var running = false; // tells whether LoadNext is running

 function LoadNext(): IEnumerator {
   running = true; // LoadNext started
   WaitForSeconds(3);
   Application.LoadLevel("next");
   running = false; // LoadNext ended (unnecessary, since this level has finished) 
 }
  
 function Update(){
   if (!running && papers < papersToWin){
     LoadNext(); // only call LoadNext if it's not already running
   }
 }
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image killer-zog · Aug 07, 2013 at 04:35 AM 0
Share

@aldonaletto thnx, i was looking for something like this. you just saved my time.

avatar image
1

Answer by Lovrenc · Aug 04, 2013 at 03:50 PM

Update is reserved name for function in unity. Update gets called in a loop by game engine. Therefore you cannot use

 yield WaitForSeconds(3);

in Update function. Write separate function for that.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

17 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Using Coroutine rather than Update to Check Whether Time Passed 1 Answer

[ANSWERED]Move object without Update or coroutine 2 Answers

Confused about using Update vs. Coroutines 2 Answers

What is the best approach? Coroutine or calculate the "Elapsed Time" in the Update? 3 Answers

How can I get my camera to momentarily pause between different positions when using lerp? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges