Iterators (functions that yield
) are great for representing asynchronous processes such as web calls, updating state over time, and multi-step operations. One unfortunate downside is that it’s tough to return a result from them. Today’s article explores several workarounds to this problem before ultimately arriving at a clean, easy-to-use solution to the problem. Read on to learn how to make iterators more useful!
Posts Tagged coroutine
As you use iterator functions (and yield
) more and more, you’ll start to run into some limitations in the C# language. For instance, you can’t yield
inside a try
block that has a catch
block. And the foreach
loop doesn’t provide a very good way to catch exceptions when looping over an iterator function, either. Today’s article goes into detail to find solutions to these issues and make iterator functions usable in even the trickiest scenarios!
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!
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!