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Unity Script causes Infinite Loop??

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I have these two codes who work the same way. But when i build the game, the game crashes and says Oops. and exports a output_log.txt Here is the code; #pragma strict var paPa : GameObject; var audio1 : AudioSource = GetComponent.(); var audio2 : AudioSource = GetComponent.(); var isWinding = false; var isItCharged = false; var canWind : boolean = false; var warningSign1 : GameObject; var kill : GameObject; var inTrigg : boolean = false; var runner : GameObject; var randomTime : int = Random.Range (20,45); function Start () { canWind = true; warningSign1.active = false; yield WaitForSeconds(15); StartCountDown(); } function StartCountDown () { isItCharged = false; Debug.Log("START COUNTDOWN"); yield WaitForSeconds(randomTime); if( isWinding == false && isItCharged == false ) { warningSign1.active = true; } yield WaitForSeconds(5); runner.active = true; yield WaitForSeconds(10); if( isWinding == false && isItCharged == false ) { kill.active = true; } else if ( isItCharged == true ) { runner.active = false; warningSign1.active = false; } } function StartWinding () { if ( isWinding == true && canWind == true ) { GameObject.Find("PaPa").GetComponent.().mute = false; yield WaitForSeconds(3); if ( isWinding == true ) { isItCharged = true; } } } function OnTriggerExit () { isWinding = false; StopWinding(); } function StopWinding () { if ( isWinding == false ) { GameObject.Find("PaPa").GetComponent.().mute = true; } } function OnTriggerEnter () { inTrigg = true; isWinding = true; StartWinding(); if ( isItCharged == true ) { audio2.mute = false; StopWinding(); } else { audio2.mute = true; } } ][1] [1]: /storage/temp/61979-output-log.txt

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