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Trouble with Iterative Coroutine
Hello everyone, I'm trying to make a iterative coroutine method, but I have been unsuccessful in getting the coroutine to iterate more than 1 time. I have gotten the type of behavior I'm looking for using the For loop Unity example before, so can iterating a coroutine only be done from a loop?
In the code below, the debug statements show that it is running fully 1 time, then ending.
IEnumerator ReturnRock ()
{
Debug.Log ("inside returnrock");
rockHeightTarget.x = transform.localPosition.x;
//rockHeightTarget.y = rockHeightTarget.y; //already assinged on awake
rockHeightTarget.z = transform.localPosition.z;
transform.localPosition = Vector3.MoveTowards (transform.localPosition, rockHeightTarget, rockRiseSpeed * Time.deltaTime);
if (Vector3.Distance (transform.localPosition, rockHeightTarget) > 0.1f)
{
Debug.Log ("returning to first coroutine line");
yield return null;
}
}
Answer by whydoidoit · Mar 15, 2014 at 07:47 PM
Um, there's no iteration in that coroutine! Your last Debug.Log isn't near any code that does what it says it does!
So yield return null just waits for one frame and then runs the next line - which in your case is nothing at all...
Now I've also no idea what you are doing with changing that rockHeightTarget - because t means that the MoveTowards will be instant and the routine won't iterate anyway.
The framework for your coroutine should be:
IEnumerator ReturnRock ()
{
while(Vector3.Distance (transform.localPosition, rockHeightTarget) > 0.1f) {
//Move it towards
yield return null;
}
}
Clearly I've got the wrong idea about coroutines, I actually just bookmarked your lesson on them from your site, thanks for the help as always.
There's a good intro on the Unity Tutorials site. $$anonymous$$ine's worth a look for some more advanced stuff - the stuff that I think makes it really cool anyway.
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