title: Calling a Coroutine from UI button gets unpredictable behavior Unity
body: <p><strong>SOLVED: Updated Unity to version 2017.2</strong></p>
  
  <p><a href="https://i.stack.imgur.com/VzyQA.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/VzyQA.png" alt="UI button On Click manager"></a></p>
  
  <p>When adding more than 1 task to the execution list of UI button On Click() manager, the execution of those tasks gets unpredictable behavior. My countdown script counts twice as fast when there is more than one task added to that list (se the attached image). When I remove one task, the code runs as it should (prints the countdown to the screen every second 5..4..3..2..1 etc). Unity Bug?</p>
  
  <pre><code>public IEnumerator Countdown()
  {
      while (timeLeft &gt; 0)
      {
          yield return new WaitForSeconds(1.0f);
          countText.text = timeLeft.ToString("f0");
          timeLeft--;          
      }
  }
  
  public void StartCountDown()
  {
      StartCoroutine("Countdown");
  }
  </code></pre>