| ▲ | momocowcow 3 hours ago | ||||||||||||||||||||||||||||||||||||||||||||||
No serious devs even uses Unity coroutines. Terrible control flow and perf. Fine for small projects on PC. | |||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | kdheiwns 3 hours ago | parent | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||
In all of my years of professional game dev, I can verify that this is not even remotely true. They're used basically everywhere. They're very common when you need something to update for a set period of time but managing the state outside a very local context would just make the code a mess. Unity's own documentation for changing scenes uses coroutines | |||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | krajzeg 3 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||
Echoing the thoughts of the only current sibling comment: lots of "serious" developers (way to gatekeep here) definitely use coroutines, when they make sense. As mentioned, it's one of the best ways to have something update each frame for a short period of time, then neatly go away when it's not needed anymore. Very often, the tiny performance hit you take is completely outweighed by the maintanability/convenience. | |||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | voidUpdate 3 hours ago | parent | prev [-] | ||||||||||||||||||||||||||||||||||||||||||||||
Just out of interest, how many serious unity devs have you talked to? | |||||||||||||||||||||||||||||||||||||||||||||||
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