so my script works fine without the coroutine:
using UnityEngine;
using System.Collections;
public class jointbreak : MonoBehaviour
{
private ParticleRenderer myParticleRender;
private ParticleEmitter myParticleEmitter;
void Start ()
{
myParticleRender = GetComponent<ParticleRenderer>();
myParticleEmitter = GetComponent<ParticleEmitter>();
}
Void OnJointBreak(float breakForce)
{
myParticleRender.enabled = true;
myParticleEmitter.enabled = true;
}
}
But unfortunately I need a delay after enabling to disable the particles again, and this is my script now:
using UnityEngine;
using System.Collections;
public class jointbreak : MonoBehaviour
{
private ParticleRenderer myParticleRender;
private ParticleEmitter myParticleEmitter;
void Start ()
{
StartCoroutine(OnJointBreak(float breakForce));
myParticleRender = GetComponent<ParticleRenderer>();
myParticleEmitter = GetComponent<ParticleEmitter>();
}
IEnumerator OnJointBreak(float breakForce)
{
myParticleRender.enabled = true;
myParticleEmitter.enabled = true;
yield return new WaitForSeconds(10.0f);
myParticleRender.enabled = false;
myParticleEmitter.enabled = false;
}
}
It looks like there is some issue in …(OnJointBreak(float breakForce));… right after float XD any idea?