Posts Tagged coroutine

WebCall: A Class to Make Web Calls Cleaner and Easier

Tags: , , , ,

Today’s article is about WebCall, a class to make Unity’s WWW cleaner and easier to use. How could it be cleaner or easier than it already is? By adding C# events! Normally your web calls have lots of clutter around them, your logic gets split across functions, and handling the call is hard when the GameObject or MonoBehaviour get destroyed. WebCall solves all these problems so your web calls are clean, easy, and robust. Read on for the source code and examples!

Read the rest of this article »

5 Comments

Unity Coroutine Performance

Tags: , ,

Unity’s coroutine support allows you to easily create pseudo-threads and write synchronous-looking code that doesn’t block the rest of the app. They can be very handy for a variety of tasks. Before using them, we should understand the performance cost. Today’s article takes a look at the cost of starting a coroutine as well as the cost of running it. Just how expensive are they? Read on to find out!

Read the rest of this article »

9 Comments