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Feb 26, 2020 at 17:30 vote accept Alakazooom
Feb 25, 2020 at 18:55 answer added Philipp timeline score: 2
Feb 25, 2020 at 18:51 comment added DMGregory This sounds like a bug in how you've written your coroutine. Please post your code so we can help you fix this issue.
Feb 25, 2020 at 18:27 comment added Alakazooom @troien I've edited the original post to provide some context. This is my first time trying to use coroutines, so it is very possible I'm misunderstanding how they work/how to use them.
Feb 25, 2020 at 18:25 history edited Alakazooom CC BY-SA 4.0
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Feb 25, 2020 at 10:51 comment added troien Why do you need the button to appear in between 2 lines of code? That information is required in order to answer this question properly... My guess is that you want its position(layout) to be set, rather then actually somehow rendering it between 2 lines of code. If so, LayoutRebuilder.ForceRebuildLayoutImmediate should work for that purpose I think.
Feb 25, 2020 at 9:30 comment added Swati I believe you can't do that in unity but you could use Coroutin which will enable the button and wait for the next frame then execute the rest of the code. As @Chris Mills-Price Logic block executes first then the Rendering scene comes in.
Feb 25, 2020 at 8:50 comment added Chris Mills-Price Can you explain why you need the scene to visually change between lines of code? That is generally not supported in Unity's model. The scene updates its rendering according to docs.unity3d.com/Manual/ExecutionOrder.html, in the "Scene Rendering" block. You'll notice that block comes after the "Game logic" block, where your code is likely executing.
Feb 25, 2020 at 5:55 review First posts
Mar 3, 2020 at 20:08
Feb 25, 2020 at 5:54 history asked Alakazooom CC BY-SA 4.0