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Discover why your Unity coroutines might not stop as expected and learn effective solutions to control flow with proper coroutine management. --- This video is based on the question https://stackoverflow.com/q/74387260/ asked by the user 'Nicole Erasga' ( https://stackoverflow.com/u/20449786/ ) and on the answer https://stackoverflow.com/a/74460594/ provided by the user 'derHugo' ( https://stackoverflow.com/u/7111561/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions. Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: Coroutine not stopping on a condition Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/l... The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license. If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com. --- Understanding Coroutine Stopping Conditions in Unity When working with Unity, coroutines are a powerful tool for creating time-dependent behaviors, like animations or waiting for certain conditions. However, developers often encounter a situation where a coroutine continues running even after meeting a specified stopping condition. This post explores why that might happen and provides clear solutions to ensure your coroutine behaves as expected. Identifying the Problem In the provided scenario, a coroutine attempts to stop based on the number of enemyCollider objects found in the game. However, despite reaching the stopping conditions, the coroutine continues its execution. Below is the critical section of the provided code responsible for this: [[See Video to Reveal this Text or Code Snippet]] What Goes Wrong? Unexpected Restart: The line StartCoroutine(startCounting()); restarts the counting process immediately after calling StopAllCoroutines(). While it might seem that stopping coroutines would prevent further execution, it only stops the next iteration from occurring, not immediately halting the current coroutine. The Solution To efficiently control when a coroutine should end, you have a few options. Let’s break down these solutions into manageable parts: 1. Using yield break; Instead of trying to stop all coroutines or restarting a coroutine, you can simply use yield break; to exit the current coroutine when the condition is met. Here's how you can implement this: [[See Video to Reveal this Text or Code Snippet]] This method prevents any further execution of the coroutine if the stopping conditions are met. 2. Simplified Update Method If you want to avoid using coroutines entirely, you could manage your counting logic within the Update method. This way, you can make sure the counting process happens every frame without needing to explicitly call StartCoroutine(). Here's how you can do it: [[See Video to Reveal this Text or Code Snippet]] 3. Using a Coroutine with a Condition Check Alternatively, if you prefer to keep using a coroutine, structure it as follows to include a direct check for the stopping conditions within a loop: [[See Video to Reveal this Text or Code Snippet]] This example runs indefinitely until the condition is satisfied, providing a clear exit point. Conclusion Understanding coroutine behavior in Unity is essential for managing game flow effectively. The key takeaway is to terminate your coroutine always using yield break; when certain conditions are met, preventing unwanted recursive calls. You can also manage timing directly in the Update method, giving you more direct control over your logic without the complexity of coroutines if that's preferable. By applying these strategies, you can ensure your coroutines work as intended and enhance your Unity development skills.