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1
Question by MasterTsif · Feb 26, 2014 at 08:13 AM · c#coroutinewaitforseconds

I'm having trouble with Coroutines..

Hey there! I have this lines of code and all i want it to do is to wait for 2-3 seconds before the new scene loads when the objects collide.

 public class DestroyByContact : MonoBehaviour {
 
     public GameObject explosion;
     public GameObject playerExplosion;
 
 //    int score;
 
 
     void OnTriggerEnter(Collider other) 
     {
         if (other.tag == "Boundary")
         {
             return;
         }
         if (other.tag == "Player")
         {
             Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
 
             StartCoroutine(WaitMe());
             //score store in PlayerPrefs
         
 
         }
         Destroy(other.gameObject);
         Destroy(gameObject);
         Instantiate(explosion, transform.position, transform.rotation);
 
     }
 
     IEnumerator WaitMe()
     {
         PlayerPrefs.SetInt ("score", GameObject.FindWithTag ("GameController").GetComponent <GameController> ().score);
 
         yield return new WaitForSeconds (3f);
 
     }
 
 
 }
 
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avatar image flamy · Feb 26, 2014 at 08:16 AM 1
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can you explain what exactly you are trying to do?

avatar image GenuiTix · Feb 26, 2014 at 08:24 AM 0
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Ins$$anonymous$$d of using Coroutines I would recommend to use timers and Update function.

avatar image whydoidoit · Feb 26, 2014 at 08:29 AM 1
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@GenuiTix I disagree with that.

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Answer by fafase · Feb 26, 2014 at 08:32 AM

I think your problem is that you are destroying the object that is running the coroutine.

 void OnTriggerEnter(Collider other) 
 {
    if (other.tag == "Boundary")
    {
      return;
    }
    if (other.tag == "Player")
    {
      Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
      StartCoroutine(WaitMe());
      //score store in PlayerPrefs
    }
    Destroy(other.gameObject);
    Instantiate(explosion, transform.position, transform.rotation);
    // Remove the visual object
    renderer.enabled = false;
 }
 
 IEnumerator WaitMe()
 {
    PlayerPrefs.SetInt ("score", GameObject.FindWithTag ("GameController").GetComponent <GameController> ().score);
    yield return new WaitForSeconds (3f);
    // Destroy the object later on
    Application.LoadLevel(nextlevel);
    Destroy(gameObject);
 }
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avatar image MasterTsif · Feb 26, 2014 at 11:02 AM 0
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Yes this was the error in the script. I somehow managed to tranfer the coroutine in the gamecontroler object and now it works as I wanted! Thanks a lot!

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2

Answer by whydoidoit · Feb 26, 2014 at 08:32 AM

I presume you want to wait before doing the "Destroy Object Stuff" if the tag is the player. Easiest way here is to make OnTriggerEnter a coroutine itself - otherwise what you are doing is starting a coroutine - but the rest of your code carries on as soon as it yields (not after the time delay is finished)

 public class DestroyByContact : MonoBehaviour {
  
     public GameObject explosion;
     public GameObject playerExplosion;
  
 //  int score;
  
  
     IEnumerator OnTriggerEnter(Collider other) 
     {
        if (other.tag == "Boundary")
        {
          yield break;
        }
        if (other.tag == "Player")
        {
          Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
          //score store in PlayerPrefs
          PlayerPrefs.SetInt ("score", GameObject.FindWithTag ("GameController").GetComponent <GameController> ().score);
          yield return new WaitForSeconds(3);
        }
        Destroy(other.gameObject);
        Destroy(gameObject);
        Instantiate(explosion, transform.position, transform.rotation);
  
     }
  
  
 }
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avatar image whydoidoit · Feb 26, 2014 at 08:34 AM 0
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And perhaps put your next level load on line 21.

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