Coroutines Didn't Work After Changing Scene

Hi Everyone!
I have this small problem and this problem starts to annoy me so I decided to ask a new question.

I have this scripts that simply gives the animation of typing text

	IEnumerator ThxForPlayTextAnim() {
		txtExit.text="";
		txtGoodBye = "Thank You For Playing";
		txtExit.gameObject.transform.localPosition = new Vector3(0,0,-0.61f);
		for (int i = 0; i<txtGoodBye.Length;i++ ) {
			if (i == 9)
				txtExit.text += "

";
else
txtExit.text += txtGoodBye*.ToString();*

  •  	yield return new WaitForSeconds(0.08f);*
    
  •  }*
    
  •  yield return new WaitForSeconds(0.5f);*
    
  •  Application.Quit();*
    
  • }*
    I run this code and this works just as I wanted. But then After Changing Scene I noticed something strange.
    The line where the yield return new WaitForSeconds(0.08f); did not work and thus the animation within the loop. It freezes. I’ve been searching around seeking answers but I still can’t find any
    Can anyone tell me what’s wrong?

I have found the problem, just if someone have the same problem.

The code works fine but not with the other script. I purposedly change the time.timescle in the previous scene to pause the game and the game transferred to the other scene having the time.timescale to be 0, making all coroutine to be stopped in the yield statement.

Adding the time.timescale = 1 fixed everything in my case