Game Development Reference
In-Depth Information
Debug.Log (Time.time);
}
You can both stack and chain
coroutines
.
The following example will execute
Do
but will coninue ater calling
Do
immediately:
function Start() {
Do();
Debug.Log ("This is printed immediately");
}
function Do() {
Debug.Log ("Do now");
yield WaitForSeconds (5); //Wait for 5 seconds
Debug.Log ("Do 5 seconds later");
}
The following example will execute
Do
and
wait
unil it is inished before coninuing its
own execuion:
//Chain Coroutine
function Start() {
//The below line is similar to the
yield Do();
only if you
are using Unity JavaScript. However, if you use C#, you must use
StartCoroutine
. (For more details in the Appendix C)
yield StartCoroutine(Do());
Debug.Log ("This is printed after 5 seconds");
Debug.Log ("This is after the
Do
coroutine has finished execution");
}
function Do() {
Debug.Log ("Do now");
yield WaitForSeconds (5); //Wait for 5 seconds
Debug.Log ("Do 5 seconds later");
}
WaitForFixedUpdate
Waits unil the next frame rate of
FixedUpdate
funcion. (For more details have a look at
Appendix A
,
Important Funcions.
)
WaitForFixedUpdate
can only be used with a
yield
statement in
coroutines
.