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Question by Vrgaming · Aug 11, 2020 at 10:17 AM · while-loop

Can you not use while loops in unity? if so how can i change this to work,Can you not use while loops in unity?

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI;

public class EnemyAI : MonoBehaviour { private int x; private int y = 0; private int z; private bool reachedDestination = false;

 NavMeshAgent navMeshAgent;
 Animation animations;
 private Transform destination;
 Vector3 position;

 // Start is called before the first frame update
 void Start()
 {
     navMeshAgent = GetComponent<NavMeshAgent>();
     animations = GetComponent<Animation>();

     if(navMeshAgent == null)
     {
         Debug.LogError("Nav Mesh Agent not found");
     }

     controlEnemy();
    
 }

   

 void controlEnemy()
 {
     while (true)
     {
         x = Random.Range(-20, 20);
         z = Random.Range(-20, 20);
         setDestination(new Vector3(x, y, z));
         if (Input.GetButtonDown("cancel")){
             continue;

     }
     }
 }

 void setDestination(Vector3 targetDestination)
 {
     if (navMeshAgent != null)
     {

         navMeshAgent.SetDestination(targetDestination);
         animations.Play("Walk");
     }

     while (!reachedDestination)
     {
         if(gameObject.transform.position == targetDestination)
         {
             reachedDestination = true;
         }
     }
 }

} ,using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI;

public class EnemyAI : MonoBehaviour { private int x; private int y = 0; private int z; private bool reachedDestination = false;

 NavMeshAgent navMeshAgent;
 Animation animations;
 private Transform destination;
 Vector3 position;

 // Start is called before the first frame update
 void Start()
 {
     navMeshAgent = GetComponent<NavMeshAgent>();
     animations = GetComponent<Animation>();

     if(navMeshAgent == null)
     {
         Debug.LogError("Nav Mesh Agent not found");
     }

     controlEnemy();
    
 }

   

 void controlEnemy()
 {
     while (true)
     {
         x = Random.Range(-20, 20);
         z = Random.Range(-20, 20);
         setDestination(new Vector3(x, y, z));
         if (Input.GetButtonDown("cancel")){
             continue;

        }
     }
 }

 void setDestination(Vector3 targetDestination)
 {
     if (navMeshAgent != null)
     {

         navMeshAgent.SetDestination(targetDestination);
         animations.Play("Walk");
     }

     while (!reachedDestination)
     {
         if(gameObject.transform.position == targetDestination)
         {
             reachedDestination = true;
         }
     }
 }

}

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Answer by davidcox70 · Aug 11, 2020 at 10:24 AM

While statements do work, but you have to be mindful of how unity works. For the most part, your script executes between frame updates. If you make a loop in your script, then the next frame will not be delivered until all of your script (including loops) have been executed. So if you have a "while (true)" section, there will be no output from Unity until that loop is broken. Look into the Update() built in function and Co-Routines.

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Answer by IllegalRazer · Aug 11, 2020 at 10:44 AM

To avoid trapping the thread in your while loop, you can use a coroutine:

 IEnumerator setDestination(Vector3 targetDestination)
  {
      if (navMeshAgent != null)
      {
          navMeshAgent.SetDestination(targetDestination);
          animations.Play("Walk");
      }
      while (!reachedDestination)
      {
          if(gameObject.transform.position == targetDestination)
          {
              reachedDestination = true;
          }
      }
  }

and starting the coroutine by: StartCoroutine(setDestination());

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avatar image Hellium · Aug 11, 2020 at 11:01 AM 1
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You need to call yield return null before the end of the while loop

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