Reputation: 31978
I have a BonusController
script as a component of a Bonus
gameObject. This Bonus must be destroyed on collision but has to "act" for a few seconds. I have started a coroutine for this, but the script stops its execution (I think it's because I set the gameObject inactive). Here is the code of BonusController
:
void OnTriggerEnter2D(Collider2D col)
{
StartCoroutine(speedUp(1));
gameObject.SetActive(false);
}
IEnumerator speedUp(float seconds)
{
Debug.Log("before");
yield return new WaitForSeconds(seconds);
Debug.Log("after"); // <--- This is never called
}
How can I remove the object and don't stop the coroutine script execution?
Upvotes: 0
Views: 7056
Reputation: 133
In order to destroy the object after some time, call destroy inside the coroutine after the yield.
yield return WaitForSeconds(second);
Destroy(this);
Now it is properly destroyed and will free up memory opposed to still being there, invisible, but taking up resources.
Upvotes: 0
Reputation: 1398
You cannot pull the ground on which you are standing. :)
Just disable the SpriteRenderer
as you are using 2D methods. And keep the object alive and enable.
{
StartCoroutine(speedUp(1));
//gameObject.SetActive (false);
GetComponent<SpriteRenderer> ().enabled = false;
GetComponent<Collider2D> ().enabled = false;
// Above line will deactivate the first collider it will find.
}
IEnumerator speedUp(float seconds)
{
Debug.Log("before");
yield return new WaitForSeconds(seconds);
Debug.Log("after"); // <--- This is never called
}
Upvotes: 1
Reputation: 1043
Can't you just disable the mesh renderer
and collider
? This way the gameobject will still exists, but the user won't be able to see it.
Upvotes: 6