There’s no point to the wait function, since it just does WaitForSeconds. So, get rid of it and just use WaitForSeconds directly instead. You can’t make Update into a coroutine, so move any code that needs WaitForSeconds out of Update.
Ummmm... I'm sorry for not understanding, it's just that I am a complete javascript noob, but I'll try what you said, though I don't get what a coroutine is, I'll try to figure it out. I think I broke it; var hold : int = 11; //Set this for how long your animation is function Update () { //Play animation WaitForSeconds(11); Application.LoadLevel(2); //Your scene } function wait(hold) { yield WaitForSeconds ((hold)); }
OH MY GOD YOU ARE AMAZING! THANK YOU x100! If you were here I'd give you a hug!
– supertrentyguy