Hi,
I’ve been using a co-routine, which was working successfully with Unity 4.6.3. The usage is like this… While using a specific weapon, The player has attack animation running, which generates events which sets a variable value in the player, while a coroutine in the weapon’s script continuously reads this variable to “Track” the progress of the animation. I use a “yield waitForEndOfFrame()”
After i started using Unity-5, This co-routine is broken… It starts OK, but resumes from the yield only after the animation is fully complete… (Hopefully this is clear enough… Or else, I’ll put in some code flow steps later… been feeling groggy / sleepy right now)
My question is, Is the co-routine priority changed in Unity 5.0 ? Is there an option to increase it’s priority? Or do I have to redesign this part?
Thanks a Lot for your inputs