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I need your help I have a script to reload a scene if the player go on a unauthorized gameObject but the game freeze please help.

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I need your help because I don't know why that is happening.> Blockquote using System.Collections; > Blockquote using UnityEngine; > Blockquote using UnityEngine.SceneManagement; namespace UnityStandardAssets.Characters.FirstPerson { public class WorldLimitePlaye : MonoBehaviour { public Canvas LimiteUI; public float TimeBeforeReload; public float TimeBeforeReloadInWater; private float TimeRemaning; private CharacterController player; private bool textActive = false; private bool isSafe = true; private Collider otherr; public UnityStandardAssets.Characters.FirstPerson.FirstPersonController firstPerson; private bool isJumping = false; private bool previoslySafe = true; private Swim swim; private bool inwater; private string colider; // Use this for initialization void Start() { swim = GetComponent(); inwater = swim.watherLimite; player = GetComponent(); TimeRemaning = TimeBeforeReload; LimiteUI.gameObject.SetActive(false); } // Update is called once per frame void Update() { inwater = swim.watherLimite; isJumping = firstPerson.m_Jumping; if (TimeRemaning <= 0) { PlayerPrefs.SetString("Load", "true"); SceneManager.LoadScene(SceneManager.GetActiveScene().name); } } public void OnTriggerExit(Collider other) { isJumping = firstPerson.m_Jumping; if (other.tag == "WorldLimite") { isJumping = firstPerson.m_Jumping; if (isJumping == false) { StopAllCoroutines(); LimiteUI.gameObject.SetActive(false); isSafe = true; previoslySafe = true; } else { StartCoroutine(jump()); } } if (other.tag == "Water Limite") { StopAllCoroutines(); LimiteUI.gameObject.SetActive(false); isSafe = true; previoslySafe = true; } //if (other.tag == "WorldLimite" && other.tag == "Water Limite") // { // } // else // { // previoslySafe = true; // isSafe = true; // StopAllCoroutines(); // LimiteUI.gameObject.SetActive(false); // } } IEnumerator jump() { yield return new WaitForSeconds(0.0f); while (3 != 1) { if (colider == "WorldLimite") { } else { isJumping = firstPerson.m_Jumping; if (isJumping == false) { LimiteUI.gameObject.SetActive(false); isSafe = true; previoslySafe = true; StopAllCoroutines(); } } } } IEnumerator Exit() { isJumping = firstPerson.m_Jumping; if (isJumping == true) { isJumping = firstPerson.m_Jumping; yield return new WaitForSeconds(1f); isJumping = firstPerson.m_Jumping; inwater = swim.watherLimite; // if (isJumping == false) // { isSafe = true; previoslySafe = true; LimiteUI.gameObject.SetActive(false); StopAllCoroutines(); // } } // if (isJumping == false) // { /// isSafe = true; // previoslySafe = true; //Limite.gameObject.SetActive(false); //} } IEnumerator ExitWater() { isJumping = firstPerson.m_Jumping; yield return new WaitForSeconds(0.1f); isJumping = firstPerson.m_Jumping; inwater = swim.watherLimite; if (isSafe == false) { isSafe = true; previoslySafe = true; LimiteUI.gameObject.SetActive(false); StopAllCoroutines(); } // if (isJumping == false) // { /// isSafe = true; // previoslySafe = true; //Limite.gameObject.SetActive(false); //} } public void OnTriggerStay(Collider other) { if(isJumping == false) { colider = other.tag; } otherr = other; if (other.tag == "WorldLimite") { previoslySafe = false; otherr = other; isSafe = false; TimeRemaning = TimeBeforeReload; LimiteUI.gameObject.SetActive(true); StartCoroutine(ComptRebourd()); StartCoroutine(ComptRebourdTemps()); print("12345678"); } if (other.tag == "Water Limite") { previoslySafe = false; otherr = other; isSafe = false; TimeRemaning = TimeBeforeReloadInWater; LimiteUI.gameObject.SetActive(true); StartCoroutine(ComptRebourdWater()); StartCoroutine(ComptRebourdTemps()); } } public void OnTriggerEnter(Collider other) { otherr = other; if (other.tag == "WorldLimite") { if (previoslySafe) { previoslySafe = false; otherr = other; isSafe = false; TimeRemaning = TimeBeforeReload; LimiteUI.gameObject.SetActive(true); StartCoroutine(ComptRebourd()); StartCoroutine(ComptRebourdTemps()); } } if (other.tag == "Water Limite") { if (previoslySafe) { previoslySafe = false; otherr = other; isSafe = false; TimeRemaning = TimeBeforeReloadInWater; LimiteUI.gameObject.SetActive(true); StartCoroutine(ComptRebourdWater()); StartCoroutine(ComptRebourdTemps()); } } } IEnumerator ComptRebourd() { yield return new WaitForSeconds(TimeBeforeReload); if (isSafe == false) { PlayerPrefs.SetString("Load", "true"); SceneManager.LoadScene(SceneManager.GetActiveScene().name); } } IEnumerator ComptRebourdWater() { yield return new WaitForSeconds(TimeBeforeReloadInWater); if (isSafe == false) { PlayerPrefs.SetString("Load", "true"); SceneManager.LoadScene(SceneManager.GetActiveScene().name); } } IEnumerator ComptRebourdTemps() { while (TimeRemaning >= 0f) { yield return new WaitForSeconds(1f); if (isSafe == false) { TimeRemaning = TimeRemaning - 1f; print(TimeRemaning); } } } } }

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