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Nov
15
comment The underlying mechanism in 'yield return www' of Unity3D Game Engine
** can't be "paused" between frames, I mean.
Nov
15
comment The underlying mechanism in 'yield return www' of Unity3D Game Engine
Yup. Really nice insights! Thanks! Even though not launching a thread per se, the most probable thing that might be happening is WWW (or the engine layer) using HttpWebRequest.BeginGetResponse (or something like it)... right? Something completely async must occur either way... the download can't be "paused".
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Nov
14
comment The underlying mechanism in 'yield return www' of Unity3D Game Engine
for now, I'm really only waiting for the "best explanation"... would be great if anyone from Unity dev team gave the "correct answer" 8-)... ultimately, I think the real implementation won't be far off the ones already given here... I don't have an actual need to decompile the assembly and know all this for sure though. But I might try it later :)
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14
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comment The underlying mechanism in 'yield return www' of Unity3D Game Engine
nice! I saw the comment altdevblogaday.com/2011/07/07/unity3d-coroutines-in-detail/… and it seems that WWW is treated specially. So I'd like to know how this is accomplished, in order to allow the download to be made across several frames, without using threads?
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14
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Nov
14
comment The underlying mechanism in 'yield return www' of Unity3D Game Engine
Yes, I think I have the basic notions about the yield keyword. However, what is happening during the constructor of WWW that allows for that "state machine"? I mean, "yield return www" does not seem to be calling anything inside the WWW class... When you say "it means is that it returns the value of www already", what is the www instance value? What will that instance do on the next "iteration" ?
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