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Question by sharmajeenit2000 · Jan 17, 2019 at 02:07 PM · c#coroutinewaitforsecondsienumerator

How to stop coroutines, when paused

I wanted to know that can coroutines be stopped using any function (like StopCoroutine) when they are currently suspended or paused, (using waitforseconds or by any other means) in c#? . And if so please tell me how.

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Answer by sh_code · Jan 17, 2019 at 02:15 PM

you answered your own question within itself =D

 Coroutine theOneIWantToStopAnytime = StartCoroutine();
 StopCoroutine(theOneIWantToStopAnytime);

this cancels them from the outside, immediately, regardless of what state is their execution in.

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avatar image sh_code · Jan 17, 2019 at 02:17 PM 0
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oh, but, btw, pure c# doesn't have coroutines. coroutines are Unity's invention

avatar image Bunny83 sh_code · Jan 18, 2019 at 02:17 AM 0
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Not really a Unity invention ^^. All the required magic is pure C# compiler magic. Also coroutines can only be stopped while it is suspended / yielded since it's cooperative multitasking. Since the scripting environment is singlethreaded there is no way you can stop a coroutine while it is currently executing. A coroutine could stop itself, but it will actually stop when you reach the next yield or when you simply let the coroutine finish.

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Answer by surfuay · Jan 18, 2019 at 02:03 AM

are you trying to pause them?

if so you can say

time.timeScale = 0;

and just put that wherever you're trying to temporarily suspend the coroutine, then where ever you want to pick it back up say

time.timeScale = 1;

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avatar image sharmajeenit2000 · Jan 18, 2019 at 02:12 AM 0
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@surfuay but will the rest of the program or scripts continue running?

avatar image surfuay sharmajeenit2000 · Jan 18, 2019 at 02:24 AM 0
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yes, time.timescale = 0 will suspend everything

you can circumvent that by adding waitforrealseconds on any coroutines you don't want suspended

you can even make a player move at normal rate while everything else is "frozen" by giving the player an if or a while statement such as

if (coroutines frozen == true) time.timescale = 1 //this would be in the player script

but you can make a bool that is set to true anytime you freeze the coroutines and then make an if statement for anywhere else you want to circumvent that pausing

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