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Are coroutines freezing my game?

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I had a sequence scripted using Coroutines, which ran fine in the editor, but froze the build. Much googling and tweaking ensued. I decided to create a test case: a new project, added a GameObject with a TextMesh (for visual feedback), and a small script: void Start () { StartCoroutine (Test ()); } IEnumerator Test () { TextMesh textMesh = gameObject.GetComponent (); int i = 0; while (true) { textMesh.text = i.ToString(); i++; yield return new WaitForSeconds (0.2f); } } Straightforward test producing the expected results in the editor. However, at build time it would run as far as 9 and freeze. Force Quit was the only option. Development Build works as expected, perfectly. By the way, I'm on OS X 10.10.2, and updated Unity about an hour ago. Can anyone shed some light on this?

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