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Question by Freakhealer · Sep 16, 2020 at 07:31 PM · coroutine errors

corutine WaitForSeconds weird behaviour

sorry for the lack of better question but basicaly i have this code:

.

     voidLateUpdate(){
         }else{
             StartCoroutine(DD(Hit.point, Hit.collider));
         }
     }

     IEnumerator DD(Vector3 point, Collider col){
         Debug.Log("hit point: " + point + "\n with: " + col);
         yield return new WaitForSeconds(.1f);
     }

.

i intended it to slow down the rate of logs coming when the Raycast hit a collider but it has done nothing.

.

maybe at most i noticed when i tried a larger delay float of 10f that the logs where delayed fot that time but then raged back.

.

isn't the point here that the delay happens always when the IEnumerator is called?

.

in the coroutine documentation i could not find the answer.

.

PS: i press twice the space bar and hit enter as the little memo states but i got no line breaks.

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Answer by Freakhealer · Sep 20, 2020 at 03:32 PM

i misunderstood the coroutine actions.

.

turns out everything was fine but since i call the coroutine all frames the delay its only noticed in the first coroutine.

.

i had to make a timer for this to work

.

something like:

      int delay = 0;
      void update(){
            if (delay <= 0){
                 Debug.Log("hit point: " + point + "\n with: " + col);
                 delay = 50;
            }
       delay -= time.deltaTime;
       }

.

(might have typos just made it on the go, no longer using this system just felt better to answer my own question)

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