MEC Namespace Reference

Classes

struct  CoroutineHandle
 A handle for a MEC coroutine. More...
 

Enumerations

enum  DebugInfoType { None , SeperateCoroutines , SeperateTags }
 How much debug info should be sent to the Unity profiler. NOTE: Setting this to anything above none shows up in the profiler as a decrease in performance and a memory alloc. Those effects do not translate onto device. More...
 
enum  Segment {
  Invalid = -1 , Update , FixedUpdate , LateUpdate ,
  SlowUpdate , RealtimeUpdate , EditorUpdate , EditorSlowUpdate ,
  EndOfFrame , ManualTimeframe
}
 The timing segment that a coroutine is running in or should be run in. More...
 
enum  SingletonBehavior { Abort , Overwrite , Wait , AbortAndUnpause }
 How the new coroutine should act if there are any existing coroutines running. More...
 

Enumeration Type Documentation

◆ DebugInfoType

How much debug info should be sent to the Unity profiler. NOTE: Setting this to anything above none shows up in the profiler as a decrease in performance and a memory alloc. Those effects do not translate onto device.

Enumerator
None 

None coroutines will be separated in the Unity profiler

SeperateCoroutines 

The Unity profiler will identify each coroutine individually

SeperateTags 

Coroutines will be separated and any tags or layers will be identified

◆ Segment

The timing segment that a coroutine is running in or should be run in.

Enumerator
Invalid 

Sometimes returned as an error state

Update 

This is the default timing segment

FixedUpdate 

This is primarily used for physics calculations

LateUpdate 

This is run immediately after update

SlowUpdate 

This executes, by default, about as quickly as the eye can detect changes in a text field

RealtimeUpdate 

This is the same as update, but it ignores Unity's timescale

EditorUpdate 

This is a coroutine that runs in the unity editor while your app is not in play mode

EditorSlowUpdate 

This executes in the unity editor about as quickly as the eye can detect changes in a text field

EndOfFrame 

This segment executes as the very last action before the frame is done

ManualTimeframe 

This segment can be configured to execute and/or define its notion of time in custom ways

◆ SingletonBehavior

How the new coroutine should act if there are any existing coroutines running.

Enumerator
Abort 

Don't run this corutine if there are any matches

Overwrite 

Kill any matching coroutines when this one runs

Wait 

Run this coroutine once all matches finish running

AbortAndUnpause 

Don't run this coroutine if there are any matches, but unpause the matches if they're paused. (Does not resume any coroutines in a WaitUntilDone state.)