For some reason when I start this coroutine, it gets to the yield an never continues after that, any idea as to why?
public IEnumerator ShowDamage () {
thisRenderer.material.color = damagedColor;
float showDamageTimer = damageVisibilityTime;
while (showDamageTimer > 0) {
showDamageTimer -= Time.deltaTime;
Debug.Log(Time.time);
yield return new WaitForSeconds(0);
Debug.Log(Time.time);
thisRenderer.material.color = Color.Lerp(healthyColor, damagedColor, showDamageTimer);
}
}