I've always struggled with while loops because they barely ever work for me. They always cause my Unity3D application to freeze, but in this instance I really need it to work:
bool gameOver = false;
bool spawned = false;
float timer = 4f;
void Update ()
{
while (!gameOver)
{
if (!spawned)
{
//Do something
}
else if (timer >= 2.0f)
{
//Do something else
}
else
{
timer += Time.deltaTime;
}
}
}
Ideally, I want those if statements to run as the game runs. Right now it crashes the program and I know it's the while loop which is the problem because it freezes anytime I uncomment it out.
Update()
is called every frame, so you should not use a while
loop in it except in exceptional circumstances. This is because the game screen freezes until the loop is exited.
Further reading: https://docs.unity3d.com/Manual/ExecutionOrder.html
Instead, either use a coroutine as @Programmer has done, or use an if/switch statement instead, with a boolean check.
i.e.
bool gameOverActionDone = false;
void Update ()
{
if (!gameOver && !gameOverActionDone)
{
if (!spawned)
{
//Do something
gameOverActionDone = true;
}
else if (timer >= 2.0f)
{
//Do something else
gameOverActionDone = true;
}
else
{
timer += Time.deltaTime; //either keep this here, or move it out if the if condition entirely
}
}
}
If you want to use a variable to control a while
loop and wait in that while
loop then do it in a coroutine function and yield
after each wait. If you don't yield, it will wait too much and Unity will freeze. On mobile devices like iOS, it would crash.
void Start()
{
StartCoroutine(sequenceCode());
}
IEnumerator sequenceCode()
{
while (!gameOver)
{
if (!spawned)
{
//Do something
}
else if (timer >= 2.0f)
{
//Do something else
}
else
{
timer += Time.deltaTime;
}
//Wait for a frame to give Unity and other scripts chance to run
yield return null;
}
}