Unity coroutines can be chained together sequentially using something like the following
private void IEnumerator Outer()
{
yield return StartCoroutine(Inner());
}
private void IEnumerator Inner() { yield break; }
However, the following also seems to do the same thing
private void IEnumerator Outer()
{
yield return Inner();
}
What actually is the difference between the two methods, is one preferred over the other. I have only really seen the first in examples but the second has some really key benefits it seems (mainly not needing a monobehaviour to call StartCoroutine
on)
快速谷歌搜索结果在这个线程中有很好的解释(IMO)。
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