Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by inwtaname · Jul 04, 2013 at 03:06 PM · coroutineienumerator

Coroutine in C# and Question

I'm just beginning to learn about coroutines and how they work. I tried testing this code:

    void Update()
     {
         transform.Translate(.05f, 0, 0);
     }

inside a coroutine:

 void Update () 
 {
     StartCoroutine(test());
 }
 
 IEnumerator test()
 {
 
     transform.Translate(.05f,0,0);
     yield return null;
 }

Do these two codes suppose to act the same way? Because the coroutine code seems to "choke" a couple of times at the beginning

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Stormizin · Jul 04, 2013 at 03:59 PM

You shouldn't start a coroutine every update - it doesn't really do anything (apart from possibly run twice in the first frame) - but your coroutine does nothing useful - the yield return null has nothing following it (which is the part that would run on the next frame).

   void Update()
    {
         if(Input.GetKeyDown("a"))
              StartCoroutine(test());
    }
  
    IEnumerator test()
    {
          //Example
          for(var i = 0; i < 20; i++)
          {
              transform.position += Vector3.right * Time.deltaTime;
              yield return null;
          }
    }
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image inwtaname · Jul 04, 2013 at 04:01 PM 0
Share

With the response of @aldo and yours now i can understand clearly thanks.

avatar image
1

Answer by aldonaletto · Jul 04, 2013 at 03:30 PM

Coroutines are functions that execute "in the background". When you start a coroutine, an "instance" of that routine is created and starts running until an yield statement is found: at this instruction, the coroutine is frozen and control returns to the caller (execution is resumed right after StartCoroutine ). The frozen coroutine automatically resumes execution next frame, right after the yield statement, and keeps running until a yield is found or the coroutine reaches its end.

Since a new coroutine instance is created for each StartCoroutine, doing this at Update usually is a bad practice: you're creating a new coroutine every frame, and the several instances may fight for the control of whatever they affect, given weird and unpredictable results.

But in this particular case, each test instance should immediately translate the object, freeze till the next frame, unfreeze and then peacefully die without any collateral effect - with exception of more frequent heap cleanup operations (garbage collections), which could cause some performance hiccups.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image inwtaname · Jul 04, 2013 at 04:00 PM 0
Share

Thanks that is a really important information.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

17 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

spawn timer problem 2 Answers

making a 2D character Speak for different lenghts of time 2 Answers

Waiting twice inside coroutine (C#) 2 Answers

Why do you use Coroutines and how do you use them? 1 Answer

[ Coroutine: Move Next ] CPU usage 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges