Roblox Cannot Resume Dead Coroutine
Roblox Cannot Resume Dead Coroutine – Need to change a value on several frames? Do you have code that you want to run over a period of time? Or maybe you have a process that takes a lot of time, and skipping a few frames would make for a better player experience?
Like almost all things, there’s more than one way to do it, but one of the best and easiest ways to execute code or change a value across multiple frames is to use a coroutine!
Roblox Cannot Resume Dead Coroutine
Coroutines can in many ways be thought of as a regular function, but with an “IEnumerator” return type. While coroutines can be called just like a normal function, to get the most out of them we should use “StartCoroutine” to call them.
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But what’s really different and new about coroutines (and what also allows us to harness the power of coroutines) is that they require at least one “yield” statement in the body of the coroutines. These return statements are what give us timing control and allow code to run asynchronously.
It’s worth noting that coroutines are unique to Unity and are not available outside of the game engine. However, the yield keyword, the IEnumerable interface, and the IEnumerator type are from C#.
But before we get too deep, let’s get one misconception out of the way. Coroutines are not multithreaded! They are multi-tasking asynchronous but not multi-threaded. C# offers asynchronous functions, which can be multi-threaded, but they are more complex and will hopefully be the subject of a future video and blog post. If the asynchronous functions are not enough, you can go to full-fledged multi-threading, but Unity is not thread-safe and this becomes even more complex to implement.
So let’s start with a simple example of changing a numeric value over time. To make it easier to see the results, let’s display that value in a text UI element.
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Of course, we could do this with the default update function and some sort of timer, but the implementation isn’t particularly nice. I have three fields, an if statement and an update that will fire every frame this object is on.
So let’s look at a coroutine that has the same result as the update function. We can see that the return type of the coroutine is IEnumerator. Note that we can include input parameters and default values for those parameters – just like a regular function. Then, in the coroutine, we can define the count that will be displayed in the text. This variable will live while the coroutine is running so we don’t need a class-wide variable which makes things a bit cleaner.
Even though we personally fear using while statements, this is a good use of one. Inside the while loop, we encounter our first yield statement. Here we simply ask the computer to give up and wait a given number of seconds. This means that the computer will return to the block of code that started the coroutine as if the coroutine had finished and continue working with the rest of the program. This is an important detail because some users may also expect the calling function to pause or wait.
THEN! When the wait time expires, the thread will return to the coroutine and run until it finishes, or in this case it will roll over and encounter another yield statement.
Silent The Error ‘cannot Resume Dead Coroutine’
The result, I’d argue as long as it’s not shorter is much cleaner than the update function. Plus, the coroutine only runs once per second as opposed to once per frame and will be more efficient as a result.
In my personal projects, I replaced the update functions with coroutines for functionality that needed to run all the time, but not every frame – and it made a dramatic improvement in game performance.
As mentioned earlier, to call the coroutine we need to use the “StartCoroutine” command. This function has 2 main overloads. One that takes an array and the second that takes the coroutine itself. A string-based method cannot take input parameters, and I generally avoid using strings if possible, so I’d recommend a strongly typed overload.
If you have a coroutine, especially one that does not terminate automatically, you may also want to terminate it when it is no longer needed or if some other event occurs and you want to stop the coroutine process.
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Unlike the update function if the component is shut down, the coroutine will not stop automatically. But! If the Coroutine Object game is shut down or destroyed, the coroutine will stop.
So that’s one way and it can certainly work for some applications. But what if you want more control?
You can drop the hammer and use “StopAllCoroutines” which stops all coroutines associated with the given component.
Personally, I’ve often found this to be sufficient, but you can also stop individual coroutines with the StopCoroutine function and pass a reference to the specific coroutine you want to stop. This is done by explicitly telling it which coroutine by name OR I recently learned that you can cache a reference to a coroutine and use that reference in the stop-coroutine function. This method is useful if there is more than one coroutine running at the same time – we’ll look at an example of this later.
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If you want to make sure that the coroutine stops when the component is disabled, you can call either the call stop coroutine or stop all coroutines from the OnDisable function.
It’s also worth noting that you can have more than one instance of a coroutine running at the same time. This can happen if a coroutine is run in an update function or in a while loop. This can cause problems especially if that coroutine, like the one above, never finishes and can quickly kill performance.
Other uses of coroutines can be simple animations. Such as placing the tiles on the game board. Using a coroutine can be easier to implement and faster to customize than traditional animation.
The game board effect, shown at right, actually uses two coroutines. The first instantiates a tile in a grid and waits a small amount of time before placing the next tile.
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The second coroutine is executed by a component on each tile. This component caches the initial location, then moves the object a specified amount straight up, and then returns the object’s position back to its original or predicted position over several frames. The result is a floating down effect.
Another advantage of using a coroutine over traditional animation is code reuse. The coroutine can easily be added to any other game object with the effect parameters easily modified by adjusting the values in the inspector.
Note that in float down the code does not wait for the position to return to its original location because the lerp will never reach the final value. So if the coroutine executed the while loop until it reached the correct initial position, the coroutine would never finish. If the exact position is important, the position can be set after exiting the while loop.
Coroutines can also be used to easily create smooth motion, such as a game piece moving around the board.
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But there is a potential snag with this approach. In my case, I’m using a lerp function to calculate where the game piece should move for the next frame. The problem comes when using a lerp function that runs across multiple frames. This creates smooth movement – but during that time the player could click on another location, which would start another instance of the coroutine, and then both coroutines would try to move the game piece to different locations, and neither would succeed or ever discontinued.
This is a waste of resources, but worse than that the player will lose control and not be able to move the game piece.
A simple way to avoid this issue is to cache a reference to the routine. This is made easy, because the start coroutine function returns a reference to the started coroutine!
Then all we need to do before starting a new coroutine is to check if the coroutine variable is null, if it is not we can stop the previous coroutine before starting the next coroutine.
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It’s easy to lose control or lose track of coroutines, and reference caching is a great way to maintain that control.
Return instructions are the key addition to coroutines versus regular functions, and there are several options built into Unity. It is possible to create your own return instructions and Unity provides some documentation on how to do this if your project needs a custom implementation.
Perhaps the most common return instruction is “wait seconds” which pauses the coroutine for a specified number of seconds before returning to execute the code. If you are concerned about garbage collection and often use wait seconds with the same time, you can create an instance of it in your class. This is
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