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Question by Mohamed Reda · Sep 29, 2014 at 10:45 PM · coroutinerenderer.enabled

Simple coroutine doesn't resume after setting renderer.enabled to false

Hello everyone,

I'm trying to make a bonus that starts with a trigger and last for one second. I've made a coroutine for that. here's my simplified code.

Here's what I get in the console : About to StartCoroutine disable about to yield return WaitForSeconds(1) back from StartCoroutine

And never get the "Just waited 1 second" log, as long as I have the ligne renderer.enabled = false or gameObject.SetActive(false). When I remove that line everyhting works perfectly... But I still need to hide the gameObjectand disable it's collider.

 void OnTriggerEnter2D ()
   {
     activated = true;
     Debug.Log ("About to StartCoroutine");
     StartCoroutine (MyCoroutine ());
     Debug.Log ("Back from StartCoroutine");
   }
 
   IEnumerator MyCoroutine ()
   {
     this.Disable ();
     Debug.Log ("about to yield return WaitForSeconds(1)");
     yield return new WaitForSeconds (1);
     Debug.Log ("Just waited 1 second");
   }
 
  void Disable ()
   {
     Debug.Log ("disable");
     this.collider2D.enabled = false;
     this.renderer.enabled = false;
     //gameObject.SetActive (false);
   }

Do you have any idea ?

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avatar image Addyarb · Sep 29, 2014 at 11:09 PM 0
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Change this.disable to Disable();.

avatar image Kiwasi · Sep 29, 2014 at 11:39 PM 0
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$$anonymous$$ill the this. this.collider2D is equivalent to collider2D

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Answer by Kiwasi · Sep 29, 2014 at 11:45 PM

Coroutines will only continue to run on an active GameObject.

With this set up as is you should see the following output

  • About to StartCoroutine

  • disable

  • about to yield return WaitForSeconds(1)

  • Back from StartCoroutine

  • 1 second delay

  • Just waited 1 second

Once you call gameObject.SetActive(false) you will stop execution at the first yield statement

There are a couple of options to resolve

  1. Call StartCoroutine on a separate GameObject that remains active

  2. Disable all components on your GameObject. Be careful with this approach, it has the potential to mess up the behaviour of other components if not done correctly.

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avatar image Mohamed Reda · Sep 30, 2014 at 09:19 AM 0
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Thank you a lot for your answer. I moved the coroutine to another gameObject that will remain active in the scene and everything's resolved.

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