[SOLVED] Coroutine not working properly

I have a problem,
when i pick up invincible boost in my game the InvincibleBoostActivate coroutine activates, it does the first 2 commands but it doesn’t do the last two commands.
Can somebody help me?

Here is the after the pick up script:

    public IEnumerator InvincibleBoostActivate()
    {
        invincibleBoostActive = true;
        invincibleBooostLight.SetActive(true);
        yield return new WaitForSeconds(10);
        invincibleBooostLight.SetActive(false);
        invincibleBoostActive = false;
    }

Here is the pick up script:

    [SerializeField] GameObject player;

    void OnTriggerEnter(Collider other)
    {
        if(other.gameObject.GetComponent<Obstacle>() != null)
        {
            Destroy(gameObject);
            return;
        }

        if(other.gameObject.name != "Player")
        {
            return;
        }

        StartCoroutine(player.GetComponent<Player>().InvincibleBoostActivate());

        Destroy(gameObject);
    }

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

Coroutines in a nutshell:

Splitting up larger tasks in coroutines:

Coroutines are NOT always an appropriate solution: know when to use them!

Our very own Bunny83 has also provided a Coroutine Crash Course:

https://answers.unity.com/questions/1749615/coroutines-ienumerator-not-working-as-expected.html?childToView=1749714#answer-1749714

Be sure to read what @Kurt-Dekker suggested you so you can learn how to debug things yourself. To shorten it a little for you, try with simple coroutine that logs to the console every few frames and then try to destroy the owner game object. You’ll see that coroutine will stop working. That’s the exact case with your example - you’re starting the coroutine and then destroying the owner. So the easiest workaround for you would be to place the whole StartCoroutine in the player script

2 Likes

Thanks a lot, that worked, all i had to do, is place the startcoroutine in player script.