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Question by Elrien · Jun 07, 2015 at 08:53 PM · unity 5freezefree-version

Unity fails when i press play

hi, i've been having this problem for a few days now and it's really anoying. i'm making this simple game and for now in the scene there are: a plane, a cube that spawns some spheres, a tower that does the same thing. the problem is: if i press play when all this stuff is in the scene, unity won't work: it completley freezes. instead if i press play when i put in the scene only the plane, and the cube that moves around with the arrow keys and that spawns spheres, it works perfectly fine. could this be a problem caused by my (very, very basic) scripts, even though it doesn't show any kind of error? thank you for your response

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avatar image Elrien · Jun 07, 2015 at 10:14 AM 0
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 using UnityEngine;
 using System.Collections;
 
 public class Tower : $$anonymous$$onoBehaviour {
     
     public GameObject towerBullet;
     public Transform towerBulletSpawn;
     [Range(1,5)]
     public float waitTime;
     
     private bool corutine = true;
     
     // Use this for initialization
     void Start () {
         while  (corutine == true)
             StartCoroutine(Shoot());
     }
     
     // Update is called once per frame
     void Update () {
         
     }
     
     IEnumerator Shoot ()
     {
         Instantiate(towerBullet, towerBulletSpawn.position, Quaternion.identity);
         yield return new WaitForSeconds(waitTime);
         Instantiate(towerBullet, towerBulletSpawn.position, Quaternion.identity);
     }
     
 }
avatar image Elrien · Jun 07, 2015 at 10:15 AM 0
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you are right! this is my code. this means that i can't use loops? thank you once again

avatar image pgomes · Jun 07, 2015 at 10:11 PM 0
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Could you clarify what you may want to happen if somewhere in the code you change corutine to false?

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Answer by tanoshimi · Jun 07, 2015 at 09:52 PM

You can use loops. But they need to not block the main execution thread. So infinite loops in coroutines (with yields) are ok. I suspect what you meant to do was this:

      using UnityEngine;
      using System.Collections;
      
      public class Tower : MonoBehaviour {
          
          public GameObject towerBullet;
          public Transform towerBulletSpawn;
          [Range(1,5)]
          public float waitTime;
          
          private bool corutine = true;
          
          // Use this for initialization
          void Start () {
              StartCoroutine(Shoot());
          }
          
          // Update is called once per frame
          void Update () {
              
          }
          
          IEnumerator Shoot ()
          {
            while(true) {
              Instantiate(towerBullet, towerBulletSpawn.position, Quaternion.identity);
              yield return new WaitForSeconds(waitTime);
            }
          }
          
      }
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avatar image Elrien · Jun 10, 2015 at 08:58 AM 0
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Thank you, i'll try that once again, because when I first tried it the bullets where spawned just a couple of times. Anyway I'all try again, thank you for your time!

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