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Coroutine couldn't be started becuase inactive
I have an enemy character that uses a coroutine to cycle through idle and walking states. He is part of an object pool via the PoolManager plugin. When the character dies and is set to inactive I get the error:
"Coroutine couldn't be started because the the game object 'buffaloMale(Clone)002' is inactive!"
Is there a way to stop the coroutine when I deactivate it?
 //animation cycle starts when set to active
 
     void Start()
     {
         target = transform.position;
 
         if(this.gameObject.activeInHierarchy)
         {
             StartCoroutine("MarchForward");
         }
         else
         {
             return;
         }
     }
 
 
 //walking coroutine
 
     IEnumerator MarchForward()
     {
         while(this.gameObject.activeInHierarchy)
         {
             target = transform.position + new Vector3 (0, 0, -1);
 
             while(Vector3.Distance(transform.position, target) > 0.1f && gameObject.activeInHierarchy == true)
             {
                 anim.SetBool ("Walking", true);
                 transform.position = Vector3.Lerp (transform.position, target, marchSpeed * Time.deltaTime);
                 
                 yield return null;
             }
             
             transform.position = target;
             anim.SetBool ("Walking", false);
 
             yield return new WaitForSeconds (marchRate);
         }
     }
 
 //deactivation method in other script
 
     void CheckHealth()
     {
         if(health <= 0)
         {
             StopAllCoroutines();
             PoolManager.Pools [poolName].Despawn (prefab.transform);
         }
         else
         {
             return;
         }
     }
 
 
I figured it out. I forgot that I had another script running a coroutine which started every time the enemy was hit. So I set that to only happen if(this.gameobject.activeInHeirchy)
Your answer
 
 
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