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Only for specific usage
2 years ago
antonsenlarsenon previous version 3.10.2
I have worked on my game for about a year and I now use both MEC and unity built in coroutines in it side by side. During initial testing it seemed that MEC gave me twice the performance of built in, and I converted thousands of lines of coroutines to MEC. But I am starting to regret it the more advanced my game becomes. MEC behaves very differently in many scenarios, and some of its features are not failure proof and it is now the main issue for my game crashing or straight up silent errors and memory leaks. Some examples: CancelWith(gameObject) does not work when the game is paused. Can cause infinite stacking coroutines during pause. Coroutines not cancelling on scene change if not killed. etc etc. So many fundamental differences makes it terrible in terms of user friendliness. Unless head deep in the manual, almost nothing makes sense compared to default unity coroutines. I'm not sure why the author couldn't make it performant while maintaining fundamentals, and rather add different functionality as an option. I admire the performance in terms of raw frame time, but the stability and usage is plain awful. I find myself converting away from it daily now instead of working around the problems with tons of extra code. I'm done spending more time on MEC issues than my pixel art. Unless you desperately need a few frames or very specific use cases, I cannot recommend it.
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Reply from publisher:
replied 2 years ago
Thank you so much for your feedback Anton, you're absolutely right: The free version of MEC has a lot of features missing that would make it much easier to use in a large scale project.
There is a pro version that has something like 4x the amount of code and contains all the functions and features you would ever want for a large project. Singleton coroutines would cleanly solve your problem with creating a bunch of copies of a coroutine while the app is paused, but they are only implemented in Pro.
P.S. You can upgrade at any time without breaking any existing code.
D
Good asset
3 years ago
DankalAppson previous version 3.10.2
Haven't tested much for now, but what I needed (simple coroutine for downloading images) I managed to finish in few minutes. Good documentation helped.
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1
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I have tested MEC, InvokeRepeating and Unity Coroutines with a simple transform update method that calls 50,000 times for each 0.1f second.
The result is MEC(~44 FPS) > Unity Coroutines (~6 FPS) > InvokeRepeating (~5.8 FPS), MEC is 7x faster.
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O
100% recommend!!!
3 years ago
OnYtoln147on previous version 3.10.2
Definitely one of the best API's for Unity you can get.
Not only you get a cool performance boost, because it allocates less garbage, but you can also run the coroutines anywhere, without requirement for MonoBehavior.
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4
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I was a little apprehensive at first, however, given it is free decided to take the plunge. Glad I did and will probably go for the Pro upgrade to support the devs.
I saw around 50-60% improvement on a pathfinding coroutine execution times in my project.
A minor nit-pick is documentation on how to integrate with the `System.Collections` IEnumerator. Things like DOTween have `WaitForCompletion` which is not compatible with IEnumerator<float>. Again, there are workarounds just not obvious.
Thank you so much for putting this asset out there!
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3
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M
A replacement to Unity's default coroutines.
4 years ago
MysleyMakerson previous version 3.10.2
Recommended, especially if your scripts uses tons of coroutines.
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3
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m
The way to go with coroutines
5 years ago
matinrezaee8484on previous version 3.10.2
It does what it says!
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2
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I love to use coroutines! From simple fades and animations to large cutscenes. But I didnt like the feeling of creating a lot of work for the garbage collector. Then I found MEC and I love it! I gonna buy pro even though I dont need it, I just want to support this splendid little library!
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4
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