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Package details
- Latest version
- 7.2.0
- Last updated
- First released
- Unity version
- 2021.3.18 or later
- Package size
- 16.8 MB
- Files
- 217
- Favorites
- 5
- Views in the past week
- 7
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $7.99 on
Keywords
Coroutine Management 2.0
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.
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Price history
Last 6 months
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Coroutine Management 2.0 screenshot 1
About this asset
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).
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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).
More assets by DTT
- Connection Status
- Inspector Attributes
- Managed Singletons
- Analytics Standardization
- Serializable Types
- Editor Utilities
- Runtime Utilities
- Screen Rotation Management
- Analytics A/B
- Dates and Times for Unity
- Permission Management
- Extended Debug Logs
- Player Prefs Enhanced
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Curious about what else we got to offer?
Please check out our publisher page or visit our website!
A question or suggestion? We would love to hear from you.
We are always looking to improve our assets to suit your needs.
If you have any questions (before or after purchasing it), always feel free to contact us at: [email protected].
❤️ Reviews are very much appreciated, we love to hear what you think of the asset.
From the publisher's Asset Store listing.
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
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 2021.3.18f1 | Compatible | Compatible | Compatible | Compatible |
As listed on the Asset Store.