Unity Coroutine error? For FixedUpdate

Hi I’m calling a coroutine from a function and waiting for FixedUpdate to happen. If I remember correctly(I can’t exactly be sure) this used to be ok too but it’s not working now.

    public void CreateMap()
    {
        RenewGamePhysics = false;

        StartCoroutine(Generate());
    }

    private IEnumerator Generate()
    {
        //Spawn objects with colliders

        //start waiting for physics to be updated
        RenewGamePhysics = true;
        PhysicsUpdated = false;
        int iter = 0;
        while (!PhysicsUpdated && iter < 100)
        {
            iter++;
            yield return null;
        }
        if (!PhysicsUpdated)
        {
            Debug.LogError("physics not update");
        }

      // do other stuff
   }

    void FixedUpdate()
    {
        if (RenewGamePhysics)
        {

            PhysicsUpdated = true;
            RenewGamePhysics = false;
        }
    }

please ignore the “iter” variable since I added that just to break out of the while loop, cause currently Unity waits endlessly for the FixedUpdate to run.

So what am I doing wrong here? Any help is greatly appreciated.
More info - I’m using 2019.26f if it helps.

Finally figured it out, Please ignore this

I’m setting Time.timeScale = 0; just before spawning objects.
Which means FixedUpdate is not getting called.
My mistake.