Unity crash, my fault?

Hi, I have a prefab with AnimateLenny script attached:

function move(hit : MyEnemy){
          [...]
}

During runtime I have a BattleController class with Update that calls a function in MyPlayer Object with “StartCoroutine”. In that function I don’t have any yield, but I call the “move” function in AnimateLenny with Lenny.GetComponent(AnimateLenny).move(hit).
“hit” is MyEnemy type.
When he do the last call… well… Unity crashes.
I debugged the code but it crashes when it get to the line “function move(hit : MyEnemy){”.

Do you know why? Because I don’t know…

I edited the script just for my this test and Unity keeps crashing.
I explain:
I have a “Cubez” prefab (in “Resources” folder) with “SomeScript” script attached.
SomeScript:

#pragma strict

function move(){
	yield WaitForSeconds(1.0);
}

In my scene I have an empty GameObject with “GoScript” script attached.
GoScript:

#pragma strict
var test : CallSome;
function Start () {
	test = new CallSome();
	test.instance = Instantiate(Resources.Load("Cubez", Transform),Vector3(0,0,0), Quaternion.identity) as Transform;
}

function Update () {
	if(test.go()){
		StartCoroutine(test.getAndMove());
	}
}

Plus I have “CallSome” script with “CallSome” class (used by “GoScript” script).
CallSome:

#pragma strict

class CallSome{
	var instance : Transform;
	var i : int;
	
	function CallSome(){
		i = 0;
	}
	
	function getAndMove(){
		var script : SomeScript = instance.GetComponent(SomeScript);
		yield script.move();
	}
	
	function go() : boolean{
		if(i < 6) i++;
		return i == 5;
	}
}

My GoScript calls “StartCoroutine(test.getAndMove());” that calls “yield script.move();” and Unity crashes (before doing ANYTHING in move() function, neither an eventual Debug.Log(“some”) in the first line).
Why? Please help me :frowning: