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Question by TheEmeraldRuby · May 15, 2018 at 04:52 PM · timercountdowndeactivate

GameObjects being deactivated before time runs out for no apparent reason?

Hello, everyone. I have written (copied and modified) a script that tells a GameObject to deactivate itself when the time (defined also in the script) runs out. However, after applying this script to a prefab object and dragging that prefab into the "Coin" slot of the script component, the thing spawns in when I press play, and disappears 2 seconds later. Here is the code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CoinCfg : MonoBehaviour {
 
     public int timeLeft = 120;
     public GameObject Coin;
 
     void Update () {
         transform.Rotate(new Vector3(0, 180, 0) * Time.deltaTime);
 
         StartCoroutine("LoseTime");
 
         if (timeLeft <= 0)
         {
             StopCoroutine("LoseTime");
             Coin.SetActive(false);
         }
     }
 
     IEnumerator LoseTime()
     {
         while (true)
         {
             yield return new WaitForSeconds(1);
             timeLeft--;
         }
     }
 }

If anyone could figure out why this happens, I would bee very thankful. Thanks!

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Answer by Captain_Pineapple · May 15, 2018 at 05:11 PM

Hey there,

at first glance i also can't find a problem in your code. A workaround might be to use Invoke("DisableAfterTime",timeLeft); with the function

 public void DisableAfterTime()
     {
         Coin.setActive(false);
     }


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