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Question by HuntiXz · Jun 04, 2013 at 02:48 PM · cameraforcedebugrender

Force Render

I currently have a grid and would like to highlight a path then pause and if I unpause unhiglight and show the next path. offcourse I could add all paths to an array highlight a path wait a few seconds unhighlight and repeat till I have no paths to show. But I rather do something like this.

         foreach(ci.Tile teamLocation in teamLocations) {
             if(teamLocation == null) continue;
             foreach(GameObject resource in resources) {
                 checkCount++;
                 GridNode startNode = teamLocation.tileObject.GetComponent<GridNode>();
                 GridNode endNode = resource.GetComponent<GridNode>();
                 if(astar.search(startNode.position, endNode.position, wg.tileGrid, defAsp)) {
                     highlightNodes(astar.getPath().ToArray());
                     GameObject.FindWithTag("MainCamera").camera.Render();
                     UnityEngine.Debug.Break();
                     if(validatePath(1,astar.getPath(),wg.tileGrid)) {
                         validCount++;
                     }
                     unhighlightNodes(astar.getPath().ToArray());
                 }
                 
             }
         }

and on the UnityEngine.Debug.Break(); I have a breakpoint but the game isn't showing anything.

Someone knows how to force unity to render ?

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