The Coroutine Management package can be used as a replacement for Unity’s standard Coroutine management (i.e. MonoBehaviour.StartCoroutine(Coroutine)).


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).


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Features

  • Centralize your coroutines, never again will your get exceptions related to your gameObject being destroyed.
  • 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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