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Question by bodomchild0926 · Apr 19, 2011 at 09:00 PM · coroutineyieldwaitforseconds

Getting an error when trying to yield

I am trying to make a make shift credits screen that replaces a texture every five seconds to show what a new person was involved in. Example:

if (who == 0)
{
    guiTexture.texture = tex1;
    yield WaitForSeconds(5);
    who = 1;
}
if (who == 1)
{
    guiTexture.texture = tex2;
    yield WaitForSeconds(5);
}

I get an error saying: Update() can not be a coroutine.

Any suggestions to fix this? Thanks in advance!

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Answer by Mortennobel · Apr 19, 2011 at 09:05 PM

Checkout the following answer:

http://answers.unity3d.com/questions/48525/what-function-can-be-a-coroutine

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avatar image bodomchild0926 · Apr 19, 2011 at 09:17 PM 0
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thank you much :)

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Answer by Bunny83 · Apr 19, 2011 at 09:12 PM

Update is called around 50-70 times a second. You can't suspend it for 5 sec. Just use a seperate coroutine for that. Start() can be a coroutine, use that:

function Start()
{
    guiTexture.texture = tex1;
    yield WaitForSeconds(5);
    guiTexture.texture = tex2;
    yield WaitForSeconds(5);
    // ...
}

or in C#

IEnumerator Start()
{
    guiTexture.texture = tex1;
    yield return new WaitForSeconds(5.0f);
    guiTexture.texture = tex2;
    yield return new WaitForSeconds(5.0f);
    // ...
}


If you don't want to start the coroutine at the beginning use a seperate function

function ShowCredits() { guiTexture.texture = tex1; yield WaitForSeconds(5); guiTexture.texture = tex2; yield WaitForSeconds(5); // ... }

// Somewhere trigger ShowCredits ShowCredits();

In C# you have to start a coroutine explicitly with StartCoroutine

StartCoroutine(ShowCredits());
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