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Question by jpc133 · Sep 19, 2013 at 07:43 PM · yieldawakewait

The waitforseconds does not run?

 function Awake () {
 Debug.Log("starting");
 wait();
 }
 
 
 function wait() {
 Debug.Log("loading1");
 yield WaitForSeconds(20);
 Debug.Log("loading2");
 Application.LoadLevel ("scene2");
 //StartCoroutine(    LoadLevel("scene2"))
 }
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avatar image Seth-Bergman · Sep 19, 2013 at 07:45 PM 0
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code seems ok.. what exactly is the problem?

avatar image TrickyHandz · Sep 19, 2013 at 08:15 PM 0
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Where does the code seem to be stop? Are you receiving all you Debug.Log messages in the console?

avatar image jpc133 · Sep 19, 2013 at 08:22 PM 0
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starting from a menu screen it goes starting,loading1,loading2 (goes in main game then goes to menu start) starting,loading1 (no more response)

avatar image TrickyHandz · Sep 19, 2013 at 08:35 PM 0
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Just to see if it changes the behavior, could you move this from the call to the wait() function out of Awake() and into Start().

avatar image jpc133 · Sep 20, 2013 at 04:39 PM 0
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like this? (if not please explain) no change

 function Start(){
 Debug.Log("starting");
 wait();
 }
 function Awake () {
 //Debug.Log("starting");
 //wait();
 }
 
 
 function wait() {
 Debug.Log("loading1");
 yield WaitForSeconds(20);
 Debug.Log("loading2");
 Application.LoadLevel ("scene2");
 //StartCoroutine(    LoadLevel("scene2"))
 }
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Answer by perchik · Sep 19, 2013 at 07:47 PM

Are you writing C# or Javascript?

If it's c# you can't just yield waitforseconds from any function, you have to call that function as a Coroutine, ie StartCoroutine(wait());

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avatar image jpc133 · Sep 19, 2013 at 08:03 PM 0
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i'm using javascript, Thanks for the c# answer though.

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