void LateUpdate() { try { updateParticles(); } catch (System.Exception e) { ErrorText.SetException(e); } }
private IEnumerator ReloadLevel(float inSeconds) { yield return(new WaitForSeconds(inSeconds)); try { // use the new Application.LoadLevel(Application.loadedLevel); UnityEngine.SceneManagement.SceneManager.LoadScene( UnityEngine.SceneManagement.SceneManager.GetSceneAt(0).buildIndex, UnityEngine.SceneManagement.LoadSceneMode.Single); } catch (Exception e) { ErrorText.SetException(e); } }