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Simplified implementation of Editor Coroutines from Unity

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AlexeyPerov/Unity-Pocket-Editor-Coroutines

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Pocket Editor Coroutines for Unity3D unity

stability-stable License: MIT Maintenance

Simplified (50 lines of code) implementation of the Editor Coroutines from Unity. Use it if you need some compact solution and / or do not want to handle this kind of issues.

Features

To skip a frame use standard:

yield return 0;
yield return null;

To wait for seconds use:

yield return 2f; // this will wait for 2 seconds

There is no support for WaitOperation etc. There is no support for nested coroutines.

But it covers most cases of what is usually needed in Editor.

How to use

Start Coroutine that way:

PocketEditorCoroutine.Start(enumerator);

or that way

PocketEditorCoroutine.Start(enumerator, this); // where 'this' might be EditorWindow which is used to detect when to stop the coroutine upon shutdown

you can also later stop coroutine by calling

coroutine.Stop();

Installation

You can just copy-paste PocketEditorCoroutine.cs to your project in any Editor folder.

Contributions

Feel free to report bugs, request new features or to contribute to this project!

Other tools

More extended version of Editor coroutines

See Lite-Editor-Coroutines.

Dependencies Hunter

To find unreferenced assets in Unity project see Dependencies-Hunter.

Missing References Hunter

To find missing or empty references in your assets see Missing-References-Hunter.

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To analyze your textures and atlases see Textures-Hunter.

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Simplified implementation of Editor Coroutines from Unity

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