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Question by supertrentyguy · Mar 29, 2013 at 12:18 AM · animationcamerajavascriptcutscenehorror

Wait() is not working for me!

Ok, so I have made a cutscene in unity and I used this code; var hold : int = 660; //Set this for how long your animation is

 function Update () {
  
 //Play animation
  
 wait();
  
 Application.LoadLevel(2); //Your scene
  
 }
  
 function wait () {
  
 yield WaitForSeconds ((hold));
  
 }

LightSource helped me, but it doesn't play the cutscene, it just skips to the game! I am very much of a noob, so be easy on me. :3 Please help!

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Answer by Scribe · Mar 29, 2013 at 12:33 AM

Try something like this:

 var hold = 660;
 
 function Start () {
     wait();    
 }
 
 function wait () {
     //play your cutscene here
     yield WaitForSeconds(hold);
     Application.LoadLevel(2);
 }

Add the code to make your cutscene play where the comment is, I tested this with an audio clip and it worked, hopefully you have success!

Scribe

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avatar image supertrentyguy · Mar 29, 2013 at 12:41 AM 0
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OH $$anonymous$$Y GOD YOU ARE A$$anonymous$$AZING! THAN$$anonymous$$ YOU x100! If you were here I'd give you a hug!

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Answer by Eric5h5 · Mar 29, 2013 at 12:21 AM

There's no point to the wait function, since it just does WaitForSeconds. So, get rid of it and just use WaitForSeconds directly instead. You can't make Update into a coroutine, so move any code that needs WaitForSeconds out of Update.

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avatar image supertrentyguy · Mar 29, 2013 at 12:38 AM 0
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Ummmm... I'm sorry for not understanding, it's just that I am a complete javascript noob, but I'll try what you said, though I don't get what a coroutine is, I'll try to figure it out. I think I broke it;

 var hold : int = 11; //Set this for how long your animation is
  
 function Update () {
  
 //Play animation
  
 WaitForSeconds(11);
  
 Application.LoadLevel(2); //Your scene
  
 }
  
 function wait(hold) {
  
 yield WaitForSeconds ((hold));
  
 }

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