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Question by annastachtiari · Feb 12, 2016 at 01:54 PM · coroutinewaitforseconds

Waitforseconds not working?

Hello,

This may be a common question but my waitforseconds doesn't seem to be working. What I want to do is after you click on a component, it takes 1-2 seconds before a panel shows up. This is what I have so far:

using UnityEngine; using System.Collections;

public class OnColliding : MonoBehaviour {

 public GameObject Panel;
 public float Wait = 5;
 
 void Start () {
     Panel.SetActive(false);
 }

 void OnMouseDown() {
     StartCoroutine (PanelWait ());
     Panel.SetActive (true);
     Time.timeScale = 0F;
     }
     
 IEnumerator PanelWait ()
 {
     yield return new WaitForSeconds (Wait);
 }

}

But it's not working, the panel shows up immediately after clicking. Help please? I'm still a beginner.

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Answer by Jessespike · Feb 12, 2016 at 09:06 PM

 void OnMouseDown() {
     StartCoroutine (PanelWait ());
 }
      
 IEnumerator PanelWait ()
 {
     yield return new WaitForSeconds (Wait);
     Panel.SetActive (true);
 }
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avatar image annastachtiari · Feb 12, 2016 at 10:30 PM 0
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Thank you thankyou <3 works perfectly

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Answer by alankemp · Feb 12, 2016 at 02:25 PM

You are setting Time.timeScale to 0, which means no time is actually passing inside WaitForSeconds.

See this answer for an alternate approach:

http://answers.unity3d.com/questions/301868/yield-waitforseconds-outside-of-timescale.html

To get the panel to show up after the wait, move the call to Panel.SetActive (true); inside the coroutine, after the WaitForSeconds.

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avatar image annastachtiari · Feb 12, 2016 at 03:26 PM 0
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Thanks for answering. How can I do that in scripting though? Sorry, I know very little about it...

avatar image NoseKills · Feb 12, 2016 at 04:58 PM 0
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I wonder who downvoted this :O

avatar image annastachtiari NoseKills · Feb 12, 2016 at 09:01 PM 0
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I know right? o.O

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