Coroutines are also stopped when the MonoBehaviour is destroyed or if the GameObject the MonoBehaviour is attached to is disabled.Ĭoroutines are not stopped when a MonoBehaviour is disabled. Note: You can stop a coroutine using MonoBehaviour.StopCoroutine and MonoBehaviour.StopAllCoroutines. Yielding of any type, including null, results in the execution coming back on a later frame, unless the coroutine is stopped or has completed. It relies on Unit圓d scripting monobehavior concept but without unnecessary overhead. It is used to ease the pain of decoupling data from behaviors without tons of boilerplate code. ACTORS is a small framework explicitly built for Unit圓d. There is no guarantee coroutines end in the same order they started, even if they finish in the same frame. Actors - The component based pattern for Unit圓d. The StartCoroutine method returns upon the first yield return, however you can yield the result, which waits until the coroutine has finished execution. See the Coroutines documentation for more details.Ĭoroutines are excellent when modeling behavior over several frames. When a yield statement is used, the coroutine pauses execution and automatically resumes at the next frame. The execution of a coroutine can be paused at any point using the yield statement.
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