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Question by Squammy_U · Nov 21, 2017 at 05:55 AM · c#coroutineapplication.quit

Application.Quit() wont work in my coroutine.

I'm trying to close my application after I play a sound within a coroutine. The problem is it doesn't close when Application.Quit() is in the coroutine. (I have built and ran the game to test it)

 if (Input.GetKeyDown(KeyCode.Z)
 {
     playerselect = "quit";
 
     heart2.SetActive(false);
     heartbroken.SetActive(true);
     StartCoroutine(QuitGame());
 }
 
 IEnumerator QuitGame()
 {
        heartbroken.GetComponent<AudioSource>().Play();
        yield return new WaitForSeconds(1);
        Application.Quit();
 }
 
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Answer by NorthStar79 · Nov 21, 2017 at 07:39 AM

try this instead of Coroutine ;

 if (Input.GetKeyDown(KeyCode.Z)
  {
      playerselect = "quit";
  
      heart2.SetActive(false);
      heartbroken.SetActive(true);
  heartbroken.GetComponent<AudioSource>().Play();
      Invoke("QuitGame",1f);
  }
  
  public void QuitGame()
  {
         Application.Quit();
  }
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avatar image Squammy_U · Nov 21, 2017 at 05:22 PM 0
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Thank you! Worked like a charm.

avatar image Bonfire-Boy · Nov 21, 2017 at 06:49 PM 0
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Can you explain why this worked?

avatar image NorthStar79 Bonfire-Boy · Nov 22, 2017 at 05:18 AM 0
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well, I can not see any problem in his code in fact, so it should have work too. but if it is not, probably he is ter$$anonymous$$ating immediate all coroutines from elsewhere. I know its a long shot guess. but i've seen enough this kind of problems before. that's why my code worked.

avatar image Legend_Bacon Bonfire-Boy · Nov 22, 2017 at 08:44 AM 0
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Hello there,

Just FYI, an Invoke() can be used to call a function with a delay. You just have to pass it the name of the function as a string (case sensitive), and a delay. In this case, it's "QuitGame" and "1f", or 1 second.

You could also use InvokeRepeating, which takes one more float X as a third argument, and keeps calling the function every X seconds.

Now to be honest, the Coroutine code above doesn't have any errors. Either the coroutine gets stopped from somewhere, or the TimeScale is set to 0.

Hope that helps! ~LegendBacon

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