Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

WaitWhile

class in UnityEngine

/

Inherits from:CustomYieldInstruction

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Suspends the coroutine execution until the supplied delegate evaluates to false.

WaitWhile can only be used with a yield statement in coroutines.

The supplied delegate will be executed each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate. When the delegate finally evaluates to false, the coroutine will proceed with its execution.

// (Sorry, no Javascript example currently available for this function)
using UnityEngine;
using System.Collections;

public class WaitWhileExample : MonoBehaviour { public int frame;

void Start() { StartCoroutine(Example()); }

IEnumerator Example() { Debug.Log("Waiting for prince/princess to rescue me..."); yield return new WaitWhile(() => frame < 10); Debug.Log("Finally I have been rescued!"); }

void Update() { if (frame <= 10) { Debug.Log("Frame: " + frame); frame++; } } }

Constructors

WaitWhileInitializes a yield instruction with a given delegate to be evaluated.

Inherited members

Variables

keepWaitingIndicates if coroutine should be kept suspended.