In Unity, Coroutine
is a mechanism used for asynchronous programming. With coroutines, we can pause the execution of a function and resume it at a later point in time without blocking the main thread.
Coroutine
is a mechanism provided by Unity for asynchronous programming. With coroutines, we can pause the execution of a function and resume it at a later point in time without blocking the main thread.
To create a coroutine, we need to define a function that returns IEnumerator
and use the yield return
statement to pause execution within the function.
StartCoroutine(MyCoroutine())
: Start a coroutine.StopCoroutine(MyCoroutine())
: Stop a coroutine.StopAllCoroutines()
: Stop all coroutines.using UnityEngine; public class CoroutineExample : MonoBehaviour { void Start() { StartCoroutine(MyCoroutine()); } IEnumerator MyCoroutine() { Debug.Log("Coroutine started"); yield return new WaitForSeconds(2f); Debug.Log("Coroutine resumed"); } void Update() { Debug.Log("Update"); } }
By understanding the creation of Coroutine
, we can better control the behavior of game objects and write more efficient Unity code.
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