Questions tagged [coroutines]

Coroutines are software components that generalize subroutines for cooperative multitasking. They are suited for asynchronous (or non-blocking) programming and allow program execution to be suspended and resumed.

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38 views

Wait for a function to return value without impacting framerate

I'm looking to do some possibly heavy calculation in my game. An agent in my game needs to evaluate up to 1000 objects while performing heavy calculations to select his next job. I want to either ...
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32 views

How do I implement a wait function for my game scripts?

I have been implementing behavior for NPCs in my JRPG in Lua C API. Each NPC has a coroutine created from the C API. Here's an example of a behavior tree: ...
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1answer
84 views

check if joystick magnitude is increasing

I use joystick mechanic. What I want to do is: Translating my object forward when my joystickInput.magnitude is increasing. Translating backward when my ...
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0answers
7 views

How to temporarily set a game object active? [duplicate]

I'm trying to an use IEnumerator method called Wait() to temporarily enable and then wait, and disable a gameobject within a method. Basically I'm trying to create a muzzle flash within a shoot method,...
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1answer
61 views

Using Lua to define NPC behaviour

I'm working on a RPG in C using Lua for event scripting like NPC behavior. I ran into a design problem. I have created Lua threads in the C API for each game object which can be a NPC. So this: ...
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2answers
30 views

Unexpected Result On Coroutines Called From Another Script

So I performed tests on calling coroutines from another script. I want to understand why the results aren't the expected behavior in one of the test case, and unfortunately the one that I needed to ...
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104 views

Addressable Asset Loading with Queue And Coroutine

I have around 17000 addressable assets (prefab) tiles that I am loading near the position of the camera. Here is my algorithm Get all Reference of the 17000 tiles ...
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68 views

Is WaitForSecondsRealtime() dependent on machine lag?

I was reading the documentation and I'm trying to get some timing down for a few animations. My question is, is the WaitForSecondsRealtime dependent on machine lag ...
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2answers
60 views

How to fix issues with repeated coroutines for lerping values?

I have created a progress bar system that lerps the value over a duration to provide some life to the progress bars. I've done this using a coroutine that gets called each time a value (such as life ...
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1answer
90 views

Design pattern for menu transitions in C# (Unity)

I am working on my first project in Unity using C# and I am currently trying to design a menu system that does the following sequence of events when a user clicks a button: Button does some effect ...
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1answer
283 views

Unity3D: Download multiple files and implement a callback

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2answers
4k views

Should I use Async & Await, instead of Coroutines, in Unity?

Should I use Async & Await in Unity? Or should I keep using Coroutines? If I should use Async & Await, how can I do so in a manner comparable to Coroutines?
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3answers
77 views

How can I stop and resume a coroutine over and over again?

I want a coroutine to enter by default and then to stop when any input is given to it but then after some code to return again as active. So basically to start and stop a coroutine as many times as it'...
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1answer
31 views

Unity: How to connect to server with status in dialog

I am trying to build in unity a basic logon screen. Now I'm building on something if the connection will have delay or so... There will be a dialog, where the progress of connection to server will be ...
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11 views

Coroutine problem, I don't know what's happening [duplicate]

Calling function. ...
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1answer
60 views

How to call StartCourotine in abstract class?

Bellow is my code. I have an abstract class and a inheriting class. This keeps giving me an NullReferenceException, on the ...
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0answers
17 views

FixedUpdate or Subroutine

So Update is called every frame while FixedUpdate is called on Physics time, which can be modified. Is it better to depend on FixedUpdate to have optimized game loop so that everything doesn't get ...
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1answer
44 views

Unity both duration and cooldown system

I have a boss with machine gun and i am trying to make him shoot for 5 seconds and then stop for 5 seconds and so on. I tried to create an IEnumerator and call it on Start (as far as i know i can not ...
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1answer
37 views

How to start a coroutine that will finish after the object is destroyed

I have a simple game in which the player can collect power-ups. Each power-up gives the player a temporary advantage for several seconds. The power-up should disappear immediately after the player ...
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1answer
70 views

How to batch coroutines (IEnumerators) in parallel

We are working in a context where multithreading is not an option, so we're using coroutines to handle our loads. Often there are multiple things that need to be downloaded, leading to a pattern like ...
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1answer
39 views

Unity Can't adjust firing rate

I need to be able to control the speed in which the gun fires. I'm trying to use the couroutine to limit the speed of update method but it doesn't work for some reason. I've tried several fireRate ...
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1answer
1k views

How to restart a coroutine

I want to run my code multiple times without using the Update() method, now, I could use a coroutine or an Invoke(), but since the Invoke() is not very performance friendly as a coroutine, my best ...
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3answers
383 views

Why does my recursive coroutine freeze Unity?

I want the bounds (left wall and right wall) to follow the player's y position, a couple of times. However when I use this code, Unity freezez as soon as it runs, and I have to manually shut it down. ...
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1answer
78 views

Coroutine only partially executing

I have a Coroutine that I use to pull and spawn an enemy in my game. This coroutine works perfectly fine, with the exception of the very first call. I am fairly certain this is because I am probably ...
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1answer
675 views

How to make progress bar in EditorWindow with Threading in Unity?

I need to make a progress bar in EditorWindow. To do this, I perform the function of calculations in threads: Thread thread = new Thread (_worker.Work); thread.Start (); The class itself emitting ...
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1answer
84 views

Unity, WaitUntil in a self-made message box class

I managed to make a simple message box prefab with a Text and a Button through Canvas, and ...
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6answers
4k views

Why am I not getting stuck in the loop

I'm new to Unity. I was learning coroutines and I wrote this. ...
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2answers
576 views

Is coroutine as good as a delay() function [closed]

I'm new to Unity and I was learning the usage of coroutines. Is calling a coroutine as good as a delay() function? Does Unity have a delay() function?
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33 views

Bullet prefab gets stuck to target after hitting

As the title says, I am having an issue with prefabs: I am trying to make a bullet follow a curve and then hit a target using this method: ...
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1answer
78 views

Coroutine does not resume after WaitForSeconds

None of the code after wait for seconds runs in the example below. The idea is to stop the player attacking for 1 second after he hits an enemy. When I run this code, ...
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1answer
93 views

How can I use a coroutine and GetAxis to rotate a game object?

For the sake of learning about coroutine, I want to convert the following to a cleaner Update that just calls a coroutine. How would I do that? ...
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1answer
82 views

Coroutine constantly updating animator transition

I have a problem for a while now and I am running out of ideas: I have a made a coroutine used to implement animations in the attacks, something like this ...
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1answer
712 views

Why is my coroutines not working with in the if statement?

Isn't it possible to start co-routines under certain conditions? Or, it should only be started at the initial steps only? There is an enemy which will be de-activated after certain condition which ...
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0answers
57 views

Starting Couroutine in newly activated gameObject

I'm working on a UI system that animates an element's properties using coroutines. Every element that should be animated has a component called AnimatedUIElement ...
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0answers
141 views

Is a final yield return 0 required in corutines?

I have the following code run in a coroutine. I would like to know if the last yield return 0 is necessary and why. Thank you! ...
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1answer
115 views

Inflating a balloon while the user touches & holds the screen

I'm trying to create a simple balloon which will enlarge as the user touches and holds the screen. So I wrote something like this: ...
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1answer
139 views

Why even use coroutines in Unity?

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 ...
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2answers
1k views

Display loading screen after scene change but wait for coroutine to finish

I thought I'd understood how coroutines work but I'm still experiencing problems getting them to run when I want them to run: There are two scenes in my game: The main menu one and a game one. The ...
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1answer
629 views

Unity: Loading screen without a coroutine (is it possible?)

I need to accomplish something specific but I'm not sure how to do it exactly: My game has 2 scenes: The main menu that has a couple of buttons... ... and the game scene that displays a different ...
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1answer
766 views

How can I make a coroutine run for a specific number of times in Unity?

I use coroutines in unity, with while(true) condition, which runs it indefinitely. I need to make the coroutine run for a specific number of times, let's say 10 times. Any pointers will be much ...
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1answer
121 views

Help understanding IEnumerator Move routine

I have this code and I know what it does (it will move an object up and down) But I don't know how its elements work. Could someone please explain it to me? ...
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1answer
2k views

How to create loading bar for asset bundles on Unity (without changing scene)?

So from the official documentation and unity forum now I know that there's async version of LoadFromFile (that I also will probably call ...
19
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1answer
4k views

What is wrong with my Respawn coroutine?

I am creating a 2D Platformer game in which if the player falls off the base/ground then I want the player to respawn at the nearest checkpoint. However I want there to be a delay between the player ...
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1answer
511 views

How can I optimize coroutines?

I have a script which has a Queue datastructure (code below). This queue holds more than 100 Actions. So currently my script does a yield return null after every ...
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1answer
560 views

Return value from coroutine to non monobehaviour

I have a class which is not a monobehaviour (lets call it "Generation"), and as such running CoRoutines from within are not an option. I have a monobehaviour (lets call this "TestScript") which needs ...
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0answers
46 views

Sequencing method calls with time delay

I'm trying to solve what seems to be (or should be) a very simple problem. I'd like to sequence several steps in a GameManager class with some time delay between them. In my case, I'd like to clear ...
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1answer
220 views

In Unity, how do I use the extra time in every frame to do some extra processing?

Let's say, for example, that my target framerate is 60 frames per second. Now, I know that I have a maximum of 16.6 milliseconds to "do everything" every frame in order to maintain that framerate. ...
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1answer
1k views

Recursive Unity Coroutine

I have a co-routine which is heavily reliant on calling itself to get the task done. I have tested it and the code works fine, the problem is that the co-routine will return every time that it enters ...
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1answer
3k views

How to start a Coroutine in another script?

I did some research about this but what i found was kinda confusing so I didn't actually understand it. Basically I have a coroutine that displays an image after 5 seconds, but I want that image to ...
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1answer
482 views

Coroutine doesn't work

I've been trying to make this work for days and I can't figure it out. I have a code, attached to an enemy prefab, that should display an image a couple seconds after an enemy spawns (this is to show ...