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d
It's awesome!
4 years ago
deletedon version 1.2
It does what it's supposed to.
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m
Great but support for custom inspectors should be added
7 years ago
mattseaton22on version 1.2
*** Edit *** It seems like it doesn't work for my use case. I was trying to keep the editor from freezing during a long computation in a monobehaviour editor script so I could implement a progress bar. Unfortunately the coroutine just stops executing after the first two yield statements. No errors or anything. Just dies. *** I have no idea why Unity hasn't implemented this functionality inside the Editor themselves, but thank you for putting this up for us. It works well. My only problem is that it doesn't work with custom inspectors out of the box. I simply copied the extension methods and changed the first argument in them from "this EditorWindow thisRef" to "this Editor thisRef" It seems to work so far. Although for some reason I am forced to use the "this" keyword when calling this.StartCoroutine(). If I just put "StartCoroutine()" then VS complains. I'm not sure why that is.
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2
Reply from publisher:
replied 7 years ago
Hey. It's odd the coroutine just died. I'd like to see what goes wrong, if you can send me your (minumum) repro case, that'd be great. You can mail me at marijn@marijnzwemmer.com. Optionally, you can debug it yourself and create a PR on GitHub, https://github.com/marijnz/unity-editor-coroutines (that'd be even more great!). On the EditorWindow/Editor part. Yes, it'd be good to have by default. I set it up so it's easy to add such things yourself, but it's good to add "Editor". Note that EditorWindow doesn't derive from Editor, so it would be another list of methods. On the "this" thing, here's a bit of talking about it: https://stackoverflow.com/questions/3510964/why-is-the-this-keyword-required-to-call-an-extension-method-from-within-the-e.
L
Wonderful tool
8 years ago
LeonardoSilvaDFon version 1.2
It saved my life. I am writing heavy processing routines to Unity Menu Items and needed something to have something to manage and signal cancels, do work while processing, etc., but Unity Editor is SO bad to work with threads. So this tool allowed me to "simulate" that seamlessly and without having to write a bunch of code only to support incremental execution of code. 5 stars to the author! Thank you very much man! :)
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L
Excelent Asset
8 years ago
Lathspellon version 1.2
The asset works like a charm, it's really simple to make use of it once installed. Just a consideration, even though I may have skipped something. The Process function in 'EditorCoroutines.cs' treats a null return as ending the Coroutine. I'd add support for returning a bool, so if you want to pause a function at some point but continue with it on the next call, you can return true and the coroutine will understand it. I've modified and it's working. Anyway, really helpful asset, thanks for sharing it!
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C
Does what it says
8 years ago
ClementCybornon version 1.2
Exactly what I needed for some processing in editor.
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t
Great!
8 years ago
teh1archonon version 1.2
Forsome reason when I use this with another script Visual Studio doesn't find the reference to this namespace and methods. Odd. But it compiles and it works and I can even pass arguments. Great!
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N
Great and Simple.
8 years ago
NorthStar79on previous version 1.1
very good, nice structured easily understandable code. great asset, unfortunately it's not works with Custom Inspector out of the box, but with simple tweaks I manga it to work with custom Inspectors with too. I highly recommend this asset.
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e
Solid asset
9 years ago
ed7kon previous version 1.1
Does exactly what it says it does and is extremely easy to implement. Something that would be a great additional feature: Allowing a 'wait until executed' functionality for nested coroutines i.e. coroutine 1 launches coroutine 2 but coroutine 1 will pause until coroutine 2 finishes executing. You can do this with with normal coroutines by using: yield return StartCoroutine( Coroutine2() ); I also tried WaitWhile but this doesn't work either.
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2
0
Reply from publisher:
replied 8 years ago
Hey, I added support for nested coroutines. Submitted it, so should be available here soon. You can already grab it from Github: https://github.com/marijnz/unity-editor-coroutines
E
Decent asset
10 years ago
Exotic308on previous version 1.0
Does what it is supposed to do and in a simple way.
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M
Very professional solution for adding coroutines to editor windows.
10 years ago
MediaGianton previous version 1.0
If you need coroutines for your plugins then this asset is a must. I'm learning a lot by just reading through the very tidy and well written code. Great work at a fantastic price. Thank you.
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