I am using a OverlapSphere to detect all colliders within a certain radius of my object. I then filter out a few I don't care about. With the remaining few, I attempt to send a message to those objects to update their render color. Whenever it sends the message, unity freezes. I tried to do some research and the best thing i could find is that infinite loops can freeze it. But i don't see a potential for that. Here is the code:
Object to send the message:
void sendmyMessage(bool status)
{
Collider[] tiles = Physics.OverlapSphere(gameObject.transform.position, 10);
int i = 0;
while (i < tiles.Length)
{
if(tiles[i].tag == "Tile")
{
//turn light on
if (status == true)
{
tiles[i].SendMessage("Highlight", true);
i++;
}
//turn light off
if (status == false)
{
tiles[i].SendMessage("Highlight", false);
i++;
}
}
}
}
Object Receiving Message:
void Highlight(bool status)
{
//turn light on
if(status == true)
{
gameObject.GetComponent<Renderer>().material.color = new Color(0, 0, 0);
}
//turn light off
if(status == false)
{
gameObject.GetComponent<Renderer>().material.color = new Color(1, 1, 1);
}
}
Any help is much appreciated!
It freezes because of logic if(tiles[i].tag == "Tile")
here's your answer. Now imagine that object that you collide with has tag "not a tile"? then the loop never ends.
foreach(var tile in tiles) {
if (tile.tag == "Tile") {
tiles[i].SendMessage("Highlight", status);
}
}
while (i < tiles.Length)
{
if(tiles[i].tag == "Tile")
{
//snip
}
// else - loop forever?
}
Here's your problem. If the tag != "Tile" then you never increment i.
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