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I would just start one coroutine per type of task, and have the coroutine go through a list of uncompleted tasks and execute them by calling the...
That's right. It is not possible to completely eliminate GC allocs when creating a coroutine. In .NET a function pointer takes up 20 bytes and the...
The boxing issue was for foreach statements. Yes, that was fixed a few years ago. FYI, MEC uses IEnumerator<float> for coroutines, so it's not a...
I literally made a video that's attached to the asset about the time that Unity changed their implementation of the coroutine concept so that...
I've done that... they are both pretty close in performance, and there are some ways in which UniTask is faster. In particular, UniTask is less...
yield return null used to create a memory alloc every frame, but Unity patched that somewhere around Unity 5. In terms of memory allocation it's...
You would use MEC if you want to allocate less memory, run faster, or have more features in your coroutines. You can always try it out, there's a...
There's no reason why you can't use Unity's coroutines when you feel like it. MEC is still faster and has more features, but there's more...
Oh this is the guy that made some sort of tech demo where he ran one function (WaitUntilDone) over and over thousands of times and found that if...
I'm really not sure how to answer this since "yield return Timing.WaitForOneFrame;" is not the kind of thing that can fail.
I'm going to guess that PlayPunchMoveTween is a coroutine function that you are trying to run. In this case you need to start the coroutine using...
I'm glad you were able to track down the issue. FYI MEC can separate the individual coroutines in the debugger too. If you apply tags to your...
It looks like you're creating a great deal of short lived coroutines. MEC is more efficient with memory than Unity coroutines, but fundamentally...
I *think* you can solve it by running the coroutine in the RealtimeUpdate segement.
Use PauseWith rather than CancelWith.
DoTween has a function to return a regular AsyncOperation that can actually be used by other plugins like MEC. I believe you access it using...
Sorry it's been a while since I've been here. I wasn't getting notifications and I've been quite busy. I'll go through and make sure any...
Sorry, it looks like I wasn't getting notifications about messages on here. I can certainly see how killing a coroutine while it's waiting for...
Hi Vykx, those are some of my favorite letters :) There isn't a specific function for it because it's really easy to do in a simple for loop: for...
You would typically see that if you have accidentally created more than one instance of the Timing object and saved one or more of them in your...