Coroutines suspend their execution at a yield return
statement. A yield return null
suspends execution of the coroutine until the next frame. But the yield return
can also return an instruction for the Unity Editor or runtime to, for example, wait for a specified amount of time or until a condition is met before resuming execution of the coroutine.
Unity has a set of custom yield instructions derived from UnityEngine.YieldInstruction
that you can use to resume after a specified time, when a specified conditions is met, or at specific points in the Player loop.
Instruction | Description |
---|---|
AsyncOperation |
Suspends a coroutine and resumes when an asynchronous operation completes, such as loading a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary or asset. |
WaitForEndOfFrame |
Suspends a coroutine and resumes at the end of the frame, after all rendering and GUI events. Note: WaitForEndOfFrame never runs in Edit mode when the Editor is in batch mode, even if scripts are marked with [ExecuteInEditMode] or [ExecuteAlways] . |
WaitForFixedUpdate |
Suspends a coroutine and resumes at the end of the next physics update, after all physics calculations. |
WaitForSeconds |
Suspends a coroutine and resumes after a specified number of seconds, taking the time scale into account. |
WaitForSecondsRealtime |
Suspends a coroutine and resumes after a specified number of seconds, ignoring the time scale. |
WaitUntil |
Suspends a coroutine and resumes when a supplied delegate evaluates to true . |
WaitWhile |
Suspends a coroutine and resumes when a supplied delegate evaluates to false . |
For more information and example usage of these yield instructions, refer to their API reference pages.
For a visual representation of where different coroutines resume in the Player loop, refer to the diagram in Event function execution order.
Unity Test Framework tests marked with the [UnityTest]
attribute run as coroutines. The Test Framework package adds support for additional yield instructions to control the Unity Editor from tests and provides the possibility to define custom yield instructions.
Instruction | Description |
---|---|
EnterPlayMode |
Creates a yield instruction for the Unity Editor to enter Play mode. |
ExitPlayMode |
Creates a yield instruction for the Unity Editor to exit Play mode. |
RecompileScripts |
Triggers a recompilation of scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info See in Glossary in the Unity Editor. |
WaitForDomainReload |
Delays the execution of scripts until after an incoming domain reload. |
For more information on the yield instructions provided by Unity Test Framework, refer to Yield instructions for the Editor.
The Editor coroutines package adds support for coroutines that run in the Unity Editor’s Edit mode. The package includes additional yield instructions for Edit mode coroutines.
Instruction | Description |
---|---|
EditorWaitForSeconds |
Resumes an EditorCoroutine after a specified number of seconds, taking the time scale into account. |
For more information, refer to Editor coroutines.
All runtime coroutine yield instructions run as normal when you run a standalone Player in batch mode.
If you run the Editor in batch mode and your project has scripts marked with [ExecuteInEditMode]
or [ExecuteAlways]
so that they also run in Edit mode, all runtime coroutines in those scripts run in Edit mode except for WaitForEndOfFrame
. This is because not all Unity subsystems update as regularly in Edit mode as they do at runtime. For more information, refer to the [ExecuteAlways]
API reference.
[ExecuteAlways]
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