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Question by siege911 · Jun 03, 2014 at 11:06 PM · backgroundthreads

Running a function in the background

This is probably a super simple answer but due to my ignorance I'm not sure where to start. My code takes a series of pictures with a delay between pictures.

 //Do some GUI stuff
 
 yield WaitForSeconds(.7);
 webCamPic1 = WebCamManager.TakePicture();
 
 //Do some more GUI stuff
 
 yield WaitForSeconds(.4);
 webCamPic2 = WebCamManager.TakePicture();
 
 //Do some more GUI stuff
 
 yield WaitForSeconds(.4);
 webCamPic3 = WebCamManager.TakePicture();
 
 //Complete... show captured pictures

I noticed specifically on my iPad, that the TakePicture function (which just returns a Texture2D with a still shot from the WebCam) really slows down this process so this process takes longer than the WaitForSeconds. I want this to happen in the background and let the commands between continue to run and not have this freeze my game. The code in between is timed specifically for an effect and this delay is ruining it.

How would I go about tackling this?

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avatar image Tanshaydar · Jun 04, 2014 at 12:45 AM 0
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You can do that as a coroutine then?

avatar image Nerevar · Jun 04, 2014 at 09:11 AM 0
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You should not put any long process or algroythm in the OnGUI() function if that's what you did.

coroutine doc

avatar image Kiwasi · Jun 04, 2014 at 11:18 AM 0
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What you are asking for is called asynchronous processing. Unity doesn't do Async very well, but you can do it with your own C# class. Just make sure it doesn't touch anything unity owned.

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