I have been thinking about the use of Unity's coroutines recently, and while I've used them in the past, and am already aware of their bad reputation (although I've also seen posts on the unity forums of people who seem to absolutely swear by them), the more I think about it, I'm kind of struggling to see any compelling reasons to use them at all instead of simply creating a new component and simply performing the logic of the coroutine in said new component's
Update method. By using a
IEnumerator coroutine inside of another component, it seems to me like all it accomplishes is decreasing the cohesiveness of individual components and the re-usability of the component using them.
Is there any convincing argument to actually use coroutines in Unity and would I be missing out by simply not using them? Are there any scenarios I'm overlooking where their use would either be required or prove incredibly useful?