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Question by Steve_Toreno · Nov 01, 2021 at 11:51 PM · coroutinecoroutinesinvokeinvokerepeatingcancelinvoke

CancelInvoke cant cancell,Updating InvokeRepeating

I don't understand what I am doing wrong, and why, but when I do CancelInvoke inside Update, its still executing, i can still hear the audio, and transformations.

 using UnityEngine;
 using Random = UnityEngine.Random;
 
 public class TelephoneBooth : MonoBehaviour
 {
     public AudioClip ringSound;
     public AudioSource source;
     public bool _isOpen;
     void Start()
     {
         //Open();
     }
 private void Update()
 {
     if (_isOpen && !IsInvoking("Open"))
     {
         Invoke ("Open", 3);
         Debug.Log("Invoked");
     }
     
     if (!_isOpen && IsInvoking("Open"))
     {
         CancelInvoke ("Open");
         Debug.Log("CANCEL");
     }
 }
     void Open()
     {
         InvokeRepeating("Ring", 0, 3.0f);
         InvokeRepeating("ShakeThePhone", 0, 0.1f);
     }
     void Ring()
     {
         source.PlayOneShot(ringSound);
     }
     void ShakeThePhone()
     {
         transform.localScale = new Vector2(1f, Random.Range(0.1f, 0.3f)+1f );
     }
 }
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Answer by swanne · Nov 02, 2021 at 03:12 PM

Hi, I think it might be because you are not specifically cancelling the invoke of Ring and ShakeThePhone. The Open method is cancelled but there's not a distinct cancel of the other methods. Try replacing CancelInvoke("Open"); with CancelInvoke(); This will cancel all invoked methods.

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avatar image Steve_Toreno · Nov 02, 2021 at 04:20 PM 0
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Yes, that helped. BTW, its not too much, putting in Update? Like a normal Coroutine would be better?

avatar image swanne Steve_Toreno · Nov 02, 2021 at 04:30 PM 0
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Great!
You're doing the checking for open correctly by having it the Update function. Unless you want to check at slower intervals? Then a coroutine could be used for that? However, the change I would make is to Invoke Open. As this function invokes 2 functions that you want repeating, you dont need to keep invoking this one. I would just call the Open function if _isOpen && !IsInvoking("Ring");

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