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Question by JjStAr · Nov 21, 2013 at 11:15 AM · waitforsecondscoroutines

WaitForSeconds not waiting

Heya guys, I'm a total C# n00b.

So I'm expanding on the Roll-a-ball Unity Tutorial. I want it to wait 5 seconds after picking up all the objects before advancing to the next level. My result is the level advances without waiting 5 seconds. This is what I have:

 void Start() {
         count = 0;
            winText.text = "";
         CountTextUpdate();
     }
 
 IEnumerator WaitForLevelSwitch() {
        yield return new WaitForSeconds(5);
     }
     
     void OnTriggerEnter(Collider other) {
         if (other.gameObject.tag == "PickUp") {
             other.gameObject.SetActive(false);
             count = count + 1;
             CountTextUpdate();
         }
     }
     
     void CountTextUpdate() {
         countText.text = "Count: " + count.ToString();
         if (count >= 9) {
            winText.text = "YOU WIN";
            WaitForLevelSwitch();
            Application.LoadLevel("Level_2");
         }
     }

Thanks for any help!

JjStAr

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Answer by GameVortex · Nov 21, 2013 at 11:21 AM

You need to use StartCoroutine for WaitForLevelSwitch() to work as a coroutine:

 //At line 24.
 StartCoroutine(WaitForLevelSwitch());

Also, your code will advance past line 24 immediately no matter what, so you have to put the level load into the coroutine instead, where it actually waits:

 IEnumerator WaitForLevelSwitch() {
        yield return new WaitForSeconds(5);
        Application.LoadLevel("Level_2");
     }

Also, I would recommend reading up on coroutines and how they work here.

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avatar image JjStAr · Nov 22, 2013 at 06:26 AM 0
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Thanks, worked perfectly!

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