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Coroutine Management provides you with all coroutine tools that you need in your projects. Start and debug coroutines from any object, anywhere, with any condition that you like.
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity VersionBuilt-inURPHDRP
2021.3.18f1
Compatible
Compatible
Compatible
Description

The Coroutine Management package can be used as a replacement for Unity’s standard Coroutine management (i.e. MonoBehaviour.StartCoroutine(Coroutine)). Providing various out-of-the-box utility methods and an extensive editor to visualise all coroutines in action.


This asset will help you with making the delayed calls that you need using your own custom conditions. The package contains a static class called CoroutineManager that can be used to wait before a method is executed. Our coroutine features range from very simple (waiting for a couple of seconds) to more complex (waiting for multiple conditions or waiting for frames).


🗂️ This asset is part of the PRO Development Bundle. Get 10 assets, including tools, extensions and out-of-the-box architecture to improve your debugging and development and save over 50%!


Features

  • Centralize your coroutines, never again will your get exceptions related to your gameObject being destroyed.
  • Debug Editor: All your coroutines with Coroutine Management are visualised in an editor window. Filter, pause and check the details of any courtine and see if they perform as intended.
  • Start coroutines even on classes that are not inherited from MonoBehaviour.
  • Wait: Provide a duration and the code will be executed after the duration has passed.
  • WaitUntil: Provide a condition and the code will be executed afterward.
  • WaitForAny: Provide a collection of conditions and the code will be executed after any of them evaluate as true.
  • WaitForAll: Provide a collection of conditions and the code will be executed after all of them evaluate as true.
  • WaitForFrames: Provide a number of frames and the code will be executed after the number of frames has passed.
  • WaitForEndOfFrame: The code will be executed after the end of the current frame.
  • WaitForCustomYield: Wait for your YielldInstruction before executing the code.
  • Tested and optimized for mobile platforms (iOS and Android) and web (WebGL).

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Technical details

Quality

  • All code is extensively and clearly commented
  • Runtime code is >95% unit tested
  • Contains an extensive PDF with documentation, including code samples to help you on your way.

Compatibility

Tested and verified from Unity 2020.3 onwards on:

  • Windows
  • iOS
  • Android
  • WebGL

Coroutine Management 2.0

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$15.99
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Refund policy
This asset is covered by the Unity Asset Store Refund Policy. Please see section 2.9.3 of the EULA for details.
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License type
File size
16.8 MB
Latest version
7.2.0
Latest release date
Sep 27, 2023
Original Unity version
2021.3.18
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