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Question by Rei · Feb 09, 2011 at 12:47 AM · yieldwaitforseconds

yield in C# doesn't work, not event the sample code?

I copied this code straight from reference: (http://unity3d.com/support/documentation/ScriptReference/index.Writing_Scripts_in_Csharp.html)

using UnityEngine; using System.Collections; public class PauseScript : MonoBehaviour { public void Awake() { Do(); print("This is printed immediately"); }

IEnumerator Do()
{
    print("Do now");
    yield return new WaitForSeconds(2);
    print("Do 2 seconds later");
}

}

I attached it to a cube prefrab and run it, mysteriously the line inside Do() never get executed... Then I tried the java version of the sample code, that worked fine...

Do (); print ("This is printed immediately");

function Do () { print("Do now");

yield WaitForSeconds (2);

print("Do 2 seconds later");

}

Could it be any setting in unity that I missed?? Any ideas??

Thanks guys..

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Answer by Mike 3 · Feb 09, 2011 at 12:58 AM

You need to use StartCoroutine(Do()); when using c#, unlike js where it is optional

http://unity3d.com/support/documentation/ScriptReference/MonoBehaviour.StartCoroutine.html

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avatar image Rei · Feb 10, 2011 at 12:34 AM 0
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Thanks so much for helping!! Took me forever and I couldn't figure it out..

Then guess the reference page needs a update: http://unity3d.com/support/documentation/ScriptReference/index.Coroutines_26_Yield.html

None of the C# code there are called by StartCoroutine.

avatar image Mike 3 · Feb 10, 2011 at 04:07 PM 0
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Indeed, that's pretty bad. The last example does it, but the rest need bug reporting

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