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Question by Tasarran · Jan 30, 2012 at 09:04 PM · coroutineyield

Yielding in a loop only as needed?

I have a couple of loops that are running as coroutines, and everything is working as expected.

I have one concern however; I think because I have a yield at the end of a loop, it is forcing the program to yield every time through.

I suspect this is causing these loops to take longer than expected, since sometimes, it ought to be able to make it through this loop more than once during a frame.

Is there any way to let a loop keep running until it NEEDS to yield?

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avatar image dannyskim · Jan 30, 2012 at 09:12 PM 0
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js or c#? I believe in c# a yield can be conditional, you just have to make sure that all conditional fall throughs are returning at least a null value within your loop structure if no yield needs to take place.

avatar image Tasarran · Jan 30, 2012 at 09:15 PM 0
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JS, but I can switch over to C if I have to. It'd be a pain, but do-able.

I'm hoping someone will tell me about a magical "Update Needed" flag that will let me know if the loop is O$$anonymous$$ to go again, or if it needs to yield...

avatar image Eric5h5 · Jan 30, 2012 at 09:48 PM 0
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Yield always yields a frame. If you don't want it to wait a frame, then don't execute the yield. But it sounds like you're trying to use coroutines as threads, which they aren't. You should probably just use threads ins$$anonymous$$d of trying to force coroutines to do things they aren't meant to do with a lot of convoluted logic.

avatar image Tasarran · Jan 30, 2012 at 10:09 PM 0
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That would be because I don't know anything about threading...

avatar image Eric5h5 · Jan 30, 2012 at 10:52 PM 0
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Look up System.Threading on $$anonymous$$SDN. For a Unity example, see here.

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