WaitForSeconds can only be used with a yield statement in coroutines. Create a yield instruction. Wait for seconds multiplied by Time. If seconds is set to 2. For some reason your suggested change could not be submitted.
The cubes now move faster. And thank you for taking the time to help us improve the quality of Unity Documentation. Unity is the ultimate game development platform. How do i make a delay in milliseconds?
Coroutines are excellent when modeling behavior over several frames. Head over the Unity 3D News Blog for more content. If you enjoyed this video, please consider supporting the tutorials by clicking the link below.
Thanks and Happy Coding! WaitUntil can only be used with a yield statement in coroutines. Supplied delegate will be executed each frame after script MonoBehaviour. Update and before MonoBehaviour.
When the delegate finally evaluates to true, the coroutine will proceed with its execution. For example, You want to show a message after seconds when a user does. Everything after the yield return new wait for seconds is not runnung Unity.
Ask Question Asked year, months ago. Active year, months ago. A coroutine is a function which will be continuously executed over several frames - depending on how you yield it. All coroutines are executed after the last update call and when you yield , the function ends - only to be re-run from the point of the yield statement once the yield statement has been completed. Basically, I want to stop for seconds before every movement.
In your case it will check the condition of your while loop the next frame. There are many ways to wait in Unity. Without yield return null it just executes trough the while loop in one frame.
Sleep ist die Zeitangabe als mindestens zu verstehen - es kann auch später weitergehen. It is extremely important to understand this is only a very approximate time. Often you want to chain actions. I started learning Unity by reading tutorials, demos, examples, and watching videos.
And I am having some trouble with using this timer. Initially it showed Waitfor Seconds and IEnumerator were not present in the current context. I had to r-install unity to get it fixed but this problem still remains.
Am I using WaitforSeconds in correct way? You can have multiple of these calls in a row, to simply wait for as many frames as desired. If you really want to do more advanced functionality then you can research Coroutines, but until then Invoke will probably do the job. When teste the code waits approximately seconds, before providing the printed output.
This is what you would consider “normal” behaviour as far as your code is concerned.
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