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Question by jesus_the_jesus_man · Nov 21, 2014 at 05:25 PM · coroutinestartcoroutinestopcoroutine

Stop a coroutine on a single gameobject

So in my current project I have a prefab with an IEnumerator MoveUnit, currently if I try to stop that coroutine on a particular unit, it ends up stoping it for ALL units

my start command (for all units)

 StartCoroutine ("MoveUnit", parms);

my stop command (when a particular unit is chosen

 StopCoroutine ("MoveUnit");
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Answer by Jeff-Kesselman · Nov 21, 2014 at 05:28 PM

From the docs:

Stops all coroutines named methodName running on this behaviour.

http://docs.unity3d.com/ScriptReference/MonoBehaviour.StopCoroutine.html

You need to put each one on its own game object or have a flag you can set to tell the given unit to exit its co-routine.

In general though, this sounds like a bad use for coroutines.

Why don't you have a data structure for your units and a List in a single object that updates them by looping in Update? Then the data structure can simply have a boolean that says whether it should be updated currently or not.

It will be simpler to control AND more efficient.

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