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Question by kyomazunki · Feb 02, 2019 at 05:09 AM · collisionwaitforsecondsienumeratorenumprint

WaitForSeconds Not Working [SOLVED]

I actually don't know why this script isn't working. I got help & fixed it up. But once the WaitForSeconds code line comes into affect, nothing happens the script just stops. Here is the script. Any help would be nice.

P.S: There are no errors in the console!

P.S: Print("Work1"); & Print("Work2"); appear in the console.

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Answer by hameed-ullah-jan · Feb 02, 2019 at 07:18 AM

your code looks fine, but if you want to destroy after some delay why dont you use Destroy(collision.gameObject, delay);

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avatar image kyomazunki · Feb 02, 2019 at 07:33 AM 0
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Thanks dude.

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Answer by James_BadAlchemy · Feb 02, 2019 at 05:15 AM

What is your delay variable set to? I can't see where you set a value for it?

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avatar image kyomazunki · Feb 02, 2019 at 05:21 AM 0
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 void OnCollisionEnter2D(Collision2D collision)
      {
          switch (collision.gameObject.tag)
          {
              case "EnemyDog":
                  StartCoroutine(DestroyLazerAfterDelay(collision, 0.25f)); //////////Here\\\\\\\\\\
                  print("Work1");
                  break;
              case "Player":
                  break;
              default:
                  break;
          }
      }
      
  
      public IEnumerator DestroyLazerAfterDelay(Collision2D collision, float delay) //////////Here\\\\\\\\\\
      {
          print("Work2");
          yield return new WaitForSeconds(delay);
          print("Work3");
          Destroy(collision.gameObject);
          print("Work4");
      }

0.25f

avatar image kyomazunki · Feb 02, 2019 at 05:58 AM 0
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