Unity - Coroutines - Coroutines are the most helpful tools when making games in Unity. Let us consider the line of code shown below to understand what coroutines is all about.
“What’s the problem with that then?”, you may ask. First of all, you can’t easily return a value from coroutines. The signature needs to return IEnumerator to keep a track of when and where to resume your method. Second of all, there is no exception handling at the coroutine ...
However, the Unity API is not thread-safe and you should call Unity-specific functions from the main thread. This is where coroutines have the edge over threading because they run on the main thread, albeit differently to regular code. But on the other hand, blocking code implemented in a ...
All of the rest of a coroutine’s code – from the first time it resumes until it finished executing – appears within the DelayedCallManager line that appears inside Unity’s main loop.To understand why this occurs, consider how a coroutine actually is executed....
The difference is that, with a Coroutine, Unity knows to continue the method where it left off. What followsyield returnwill specify how long Unity will wait before continuing. So, what are the options? Yield Return Null (wait until the next frame) ...
To understand why this occurs, consider how a coroutine actually is executed. Coroutines are backed by an instance of a class that is autogenerated by the C# compiler. This object is needed to track the state of the coroutine across multiple invocations of what is, to the programmer, a sin...
Unity uses a coroutine system to manage its threads. If you want something to happen in what you think should be a different thread, you kick off a coroutine rather than creating a new thread. Unity manages it all behind the scenes. What happens is the coroutine...
支持:如果同时你要处理很多事情或者与Unity的对象互动小可以用thread,否则使用coroutine。 14.Unity3D的协程和C#线程之间的区别是什么? 答:blog.csdn.net/kongbu062多线程程序同时运行多个线程 ,而在任一指定时刻只有一个协程在运行,并且这个正在运行的协同程序只在必要时才被挂起。除主线程之外的线程无法访问Unity3D...
5、避免处处使用Update——使用coroutine(协同程序) unity开发的一个非常普遍的设计方法是,当只需要运行一次时,把简单的代码放在每一帧都运行的函数中。例如,有一个澈地的淡入和淡出法,在每一帧都检查一次看是否需要黑掉屏幕,然后在0-1之间的数字移动。它在每一帧中都这么做,总是,这完全不必考虑。
The boss of this place is standing before the huge wooden door at the back. She’s going to ask the player avatar whether he’s ready to enter the arena. The player will then have the choice of answering yes or no, which will trigger another conversation. In other words, you’ll need...