How to wait for coroutine to finish before starting?

How to wait for coroutine to finish before starting?

If you want to wait for one coroutine till it finishes, you can put yield return Coroutine1 (); at first line in the body Coroutine2 and put the rest of the code after that, this way the Coroutine2 will wait for Coroutine1 till its done, then it will proceed with the rest of the code.

When to return an object in a coroutine?

This is the model for “hot-start” coroutines which execute synchronously during their construction and don’t return an object until the first suspension inside the function body. On the other hand, if you return an awaiter which results in the coroutine suspending, then the caller gets its return object right away.

When is the final suspend in a coroutine?

Conversely, there is a final_suspend at the end of the coroutine after the coroutine function body has finished. This gives you a chance to do any extra cleanup, as well as perform some other magic we’ll look at in a future installment.

Can a startcoroutine function be used in another coroutine?

Any coroutine name can be used. A StartCoroutine function terminates immediately, however, the Coroutine it creates runs as expected. A created coroutine can start another coroutine. These two coroutines can operate together in many ways. This includes both coroutine running in parallel.

Why is say not a coroutine in Unity?

The idea was that “Say” is not itself a coroutine – “SayCoroutine” is the coroutine (hence the name!) I tried your code and it seems to produce the same results – it acts as though the code wasn’t there and just skips straight over it. I got it sorted now.

How are coroutines implemented in a generator function?

P.S: Technically, coroutines are implemented as generator functions. I.e. whatever is before the first yield will actually execute in StartCoroutine () and the calling function will wait until that code completes. Everything after the first yield will get queued by Unity and called at the appropriate time.

What does yield return 0 do in coroutine?

Even if I switch the contents of the “SayCoroutine” function to something as trivial as “yield return 0” it still doesn’t fix it (so it doesn’t look like it’s anything specific about what my coroutine does).