SolidCore Coroutines is a high‑performance coroutine scheduler designed for teams who need guarantees — stable frame times, deterministic execution, and zero per‑frame GC even under extreme load. Whether you’re shipping on mobile, Switch, WebGL, VR, or building large‑scale simulations, SolidCore keeps your coroutine layer fast, predictable, and allocation‑free.
Why SolidCore?
Unity’s built‑in coroutines allocate every frame, scale poorly with coroutine count, and hide their cost inside the PlayerLoop. SolidCore replaces that system with a fully transparent, zero‑GC scheduler that you can profile, control, and scale.
Key Features
- Zero per‑frame GC — pre‑size once, then tick with no allocations.
- Flat cost at any scale — 10 or 10,000 coroutines, same GC profile.
- No package dependencies — no Burst, no Collections, no Mathematics.
- Engine‑agnostic core — the scheduler assembly has no UnityEngine references; unit‑test your coroutine logic in plain C#.
- Deterministic runner — perfect for rollback netcode, replays, and lockstep simulation.
- Multi‑threaded job system — scale coroutine execution across worker threads when needed.
- IL2CPP & Mono compatible — ordinary delegates, no source‑gen or special authoring.
- Transparent profiling — measure tick cost directly via LastTickTimeMs.
- Includes SolidCore.Burst — our own high‑performance library, unrelated to Unity’s Burst package.
- Unity 6+ — fully compatible with Unity 6000.0 and above.
Built for Real Games
SolidCore is ideal for:
- Bullet‑hell, RTS, tower defense, and simulation games
- Mobile, Switch, WebGL, and VR titles with tight GC budgets
- Long‑session games where GC spikes accumulate
- Deterministic or rollback‑based systems
- Teams with CI pipelines or standalone simulation layers
Drop‑In Simplicity
No Package Manager setup. No dependency conflicts. No Burst requirements.
Just add the DLLs, create a runner, and start ticking coroutines.