Starts a coroutine.
// In this example we show how to invoke a coroutine and continue executing // the function in parallel. function Start() { // - After 0 seconds, prints "Starting 0.0" // - After 0 seconds, prints "Before WaitAndPrint Finishes 0.0" // - After 2 seconds, prints "WaitAndPrint 2.0" print ("Starting " + Time.time); // Start function WaitAndPrint as a coroutine. And continue execution while it is running // this is the same as WaitAndPrint(2.0) as the compiler does it for you automatically StartCoroutine(WaitAndPrint(2.0)); print ("Before WaitAndPrint Finishes " + Time.time); } function WaitAndPrint (waitTime : float) { // suspend execution for waitTime seconds yield WaitForSeconds (waitTime); print ("WaitAndPrint "+ Time.time); }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Start() { print("Starting " + Time.time); StartCoroutine(WaitAndPrint(2.0F)); print("Before WaitAndPrint Finishes " + Time.time); } IEnumerator WaitAndPrint(float waitTime) { yield return new WaitForSeconds(waitTime); print("WaitAndPrint " + Time.time); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Start() as void: print(('Starting ' + Time.time)) StartCoroutine(WaitAndPrint(2.0F)) print(('Before WaitAndPrint Finishes ' + Time.time)) def WaitAndPrint(waitTime as float) as IEnumerator: yield WaitForSeconds(waitTime) print(('WaitAndPrint ' + Time.time))
// In this example we show how to invoke a coroutine and wait until it // is completed function Start() { // - After 0 seconds, prints "Starting 0.0" // - After 2 seconds, prints "WaitAndPrint 2.0" // - After 2 seconds, prints "Done 2.0" print ("Starting " + Time.time); // Start function WaitAndPrint as a coroutine. And wait until it is completed. // the same as yield WaitAndPrint(2.0); yield StartCoroutine(WaitAndPrint(2.0)); print ("Done " + Time.time); } function WaitAndPrint (waitTime : float) { // suspend execution for waitTime seconds yield WaitForSeconds (waitTime); print ("WaitAndPrint "+ Time.time); }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { IEnumerator Start() { print("Starting " + Time.time); yield return StartCoroutine(WaitAndPrint(2.0F)); print("Done " + Time.time); } IEnumerator WaitAndPrint(float waitTime) { yield return new WaitForSeconds(waitTime); print("WaitAndPrint " + Time.time); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Start() as IEnumerator: print(('Starting ' + Time.time)) yield StartCoroutine(WaitAndPrint(2.0F)) print(('Done ' + Time.time)) def WaitAndPrint(waitTime as float) as IEnumerator: yield WaitForSeconds(waitTime) print(('WaitAndPrint ' + Time.time))
Starts a coroutine named methodName
.
// In this example we show how to invoke a coroutine using a string name and stop it function Start () { StartCoroutine("DoSomething", 2.0); yield WaitForSeconds(1); StopCoroutine("DoSomething"); } function DoSomething (someParameter : float) { while (true) { print("DoSomething Loop"); // Yield execution of this coroutine and return to the main loop until next frame yield; } }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { IEnumerator Start() { StartCoroutine("DoSomething", 2.0F); yield return new WaitForSeconds(1); StopCoroutine("DoSomething"); } IEnumerator DoSomething(float someParameter) { while (true) { print("DoSomething Loop"); yield return null; } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Start() as IEnumerator: StartCoroutine('DoSomething', 2.0F) yield WaitForSeconds(1) StopCoroutine('DoSomething') def DoSomething(someParameter as float) as IEnumerator: while true: print('DoSomething Loop') yield