I have a simple game event using Ork's event system.
It is triggered with a boxcollider2d, first it finds a sprite in the scene which is an unlit torch, I then spawn a prefab on this location with a similar sprite besides it is animated, then I deactive the sprite with of the unlit torch and hereby also the boxcollider2d that is the event trigger, I then activate the animation on the prefab.
I get this error afterwards, saying that a coroutine couldn't be started because the object is inactive, it's referering to the unlit torch sprite the event deactivates.
Two main questions, what coroutine? And how to improve the whole event, it seems very convoluted just to play an animation.
the error msg below.
<blockquote>Coroutine couldn't be started because the the game object 'Test' is inactive!
UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
ORKFramework.Behaviours.EventInteraction:EventEnded ()
ORKFramework.Events.GameEvent:EndEvent ()
ORKFramework.Events.GameEvent:ExecuteNextStep ()
ORKFramework.Events.BaseEvent:StepFinished (int)
ORKFramework.Events.Steps.DebugStep:Execute (ORKFramework.Events.BaseEvent)
ORKFramework.Events.GameEvent:ExecuteNextStep ()
ORKFramework.Events.BaseEvent:StepFinished (int)
ORKFramework.Events.Steps.AutoAnimationEventStep:Execute (ORKFramework.Events.BaseEvent)
ORKFramework.Events.GameEvent:ExecuteNextStep ()
ORKFramework.Events.BaseEvent:StepFinished (int)
ORKFramework.Events.Steps.DebugStep:Execute (ORKFramework.Events.BaseEvent)
ORKFramework.Events.GameEvent:ExecuteNextStep ()
ORKFramework.Events.BaseEvent:StepFinished (int)
ORKFramework.Events.Steps.ActivateObjectStep:Continue (ORKFramework.Events.BaseEvent)
ORKFramework.Events.Steps.ActivateObjectStep:Execute (ORKFramework.Events.BaseEvent)
ORKFramework.Events.GameEvent:ExecuteNextStep ()
ORKFramework.Events.BaseEvent:StepFinished (int)
ORKFramework.Events.Steps.DebugStep:Execute (ORKFramework.Events.BaseEvent)
ORKFramework.Events.GameEvent:ExecuteNextStep ()
ORKFramework.Events.BaseEvent:StepFinished (int)
ORKFramework.Events.Steps.SpawnPrefabStep:Execute (ORKFramework.Events.BaseEvent)
ORKFramework.Events.GameEvent:ExecuteNextStep ()
ORKFramework.Events.BaseEvent:StepFinished (int)
ORKFramework.Events.Steps.DebugStep:Execute (ORKFramework.Events.BaseEvent)
ORKFramework.Events.GameEvent:ExecuteNextStep ()
ORKFramework.Events.BaseEvent:StepFinished (int)
ORKFramework.Events.Steps.SearchObjectsStep:Execute (ORKFramework.Events.BaseEvent)
ORKFramework.Events.GameEvent:ExecuteNextStep ()
ORKFramework.Events.BaseEvent:StepFinished (int)
ORKFramework.Events.Steps.DebugStep:Execute (ORKFramework.Events.BaseEvent)
ORKFramework.Events.GameEvent:ExecuteNextStep ()
ORKFramework.Events.BaseEvent:StartEvent ()
ORKFramework.Events.GameEvent:StartEventSetup ()
ORKFramework.Events.GameEvent:StartEvent (ORKFramework.Events.IEventStarter,object)
ORKFramework.Behaviours.EventInteraction/<StartEvent2>d__29:MoveNext ()
UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
ORKFramework.Behaviours.EventInteraction:StartEvent (UnityEngine.GameObject)
ORKFramework.Behaviours.BaseInteraction:OnTriggerEnter2D (UnityEngine.Collider2D)</blockquote>