Questions tagged [coroutines]
Coroutines are software components that generalize subroutines for cooperative multitasking. They are suited for asynchronous (or non-blocking) programming and allow program execution to be suspended and resumed.
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Is await/free in gdscript a potential memory leak?
Consider a situation where a coroutine in node A awaits a signal from node B. If node B gets freed without sending the signal, obviously the coroutine in node A will never finish executing. Does it ...
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Tried to queue enemy attacks but they attack too fast and simultaneously
I'm newbie with programming and Unity. I was trying to make a queue for the second enemy to attack only when the first finishes its attack, but it just doesn't work: they attack much much faster and ...
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WaitForEndOfFrame in a loop is not updating the inspector
My code has a function
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Why doesn't Coroutine work the way I want with if blocks?
I'm making a game and when the enemy dies I keep it in memory. I want the person playing to find the game just as they left it when they enter. I'm doing most of these, but there's one small problem ...
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How to use await with GDExtension-wrapped external library functions?
I am looking at wrapping functionality from an external C++ library with GDExtension for use with Godot 4. Many of these functions have an appreciable runtime before they return the values of interest,...
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How to make a coroutine private in Unity?
I am trying to make a coroutine private in Unity. I have tried declaring it as a private method, but it still seems to be accessible from other classes.
Here is an example of the code I am using:
<...
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Audio won't pause in coroutine
I am making a system where I have one long audio clip made up of voice lines which I want to be able to play one after the other with a variable pause in between.
I press the space key to start the ...
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Moving Multiple Objects With Vector2.MoveTowards Not Consistent
Good Afternoon,
I'm trying to move three objects from their current position to a shared target position based on speed. Once they reach the target position, they move to a shared respawn location and ...
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Coroutine delay isn't consistent on different framerates
My problem:
I am using a coroutine to add a typewriter effect to my texts, but the delay (using yield return new WaitForSeconds();) isn't consistent on different ...
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Are there limits to the number of coroutines in Unity?
While reading a thread about coroutines, I stumbled upon a random user's comment that coroutines may not fire at all:
Just so you are aware, there is a coroutine limit and if you hit this
some ...
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how do i get my coroutine to update every frame in my BepInEx plugin?
in the code linked below, i am using bepinex and harmony to make a plugin for the game Sons of The Forest
the goal of the code attached is to log the value of an in-game variable every second, but the ...
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Can player input be missed while yielding WaitForSeconds?
I just wanted to fact check myself on a scenario where the player may be locked out of input.
With this example, there is a chance that the player's input will not be received if they happen to press ...
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How to deal damage every 2 seconds while enemy is touching the player, rather than every frame?
I have made an up and down movement RPG prototype and I wanted to have a fighting system.
I made it so that the enemy follows the player and that I get damage every time he collides with me. The ...
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Is there a way around using yield return null for coroutines to avoid waiting an extra frame at the end of my coroutine?
I've gotten used to using coroutines as a way to ensure a things are done sequentially in my code, i.e. instead of calling method a, method b, and method c on back to back lines I will sometimes yield ...
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Deal damage just once, rather than repeatedly till the enemy dies
I am new to making games with Unity.
I am trying to damage the enemy. So far, the damage works. The problem is it will repeat it until the enemy is dead, but I want it to damage the enemy only once.
<...