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Question by Unity3DJava · Jul 28, 2013 at 01:58 AM · renderrenderwithshader

Looping Renderer

I want to figure out how to loop this code when ever i start the scene it does what I want ,but then just flickers. I want it to do what it executed the first time instead of flickering.Heres my code:

 var wait : float;
 var rend : float;

 function Rendering () {
     renderer.enabled = false;
     yield WaitForSeconds(rend);
     renderer.enabled = true;
 }
 
 function Update () {
     Rendering();
     Destroy();
 }
 
 function Destroy() {
     yield WaitForSeconds(wait);
     Destroy(gameObject);
 }
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Answer by robertbu · Jul 28, 2013 at 03:01 AM

I'm guessing a bit on how you want this to behave, but here is an alternate solution:

 var wait : float;
 var rend : float;
 
 function Start() {
     InvokeRepeating("Rendering", 0.0, rend);
     Destroy(gameObject, wait);
 }

 function Rendering () {
     renderer.enabled = !renderer.enabled;
 }

Note that Destory() takes an alternate parameter for how long in the future to execute the destroy. Also the way you had this code structured, you were stacking up a large number of coroutines (i.e. you were getting two new coroutines every time Update() is called.

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avatar image Unity3DJava · Jul 28, 2013 at 04:20 AM 0
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Works perfectly thanks as always.

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