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Showing content from https://docs.unity3d.com/Manual/CLIBatchmodeCoroutines.html below:

Manual: Batch mode and built-in coroutine compatibility

Unity Standalone Player command line arguments

Batch mode and built-in coroutine compatibility

This page describes the supported features when running the Unity Editor and Standalone Player in batch mode.

Important: Unless subject to separate Commercial Terms with Unity, using Unity in batch mode is subject to Unity’s Terms of Service, including applicable Additional Terms. For more information, refer to the latest version of the Unity Terms of Service and the Additional Terms, including the Unity Editor Software Terms.

When running Unity, the following built-in coroutine operators add functionality:

The following table shows which of these operators Unity supports inside the Editor and Standalone Player, and when running each of them in batch mode using the -batchmode command line argument:

Editor Editor -batchmode Unity Standalone Player Unity Standalone Player -batchmode AsyncOperation Yes Yes Yes Yes WaitForEndOfFrame Yes No* Yes Yes WaitForFixedUpdate Yes Yes Yes Yes WaitForSeconds Yes Yes Yes Yes WaitForSecondsRealtime Yes Yes Yes Yes WaitUntil Yes Yes Yes Yes WaitWhile Yes Yes Yes Yes

* You cannot use WaitForEndOfFrame when running the Editor with -batchmode, because systems like animation, physics and timeline might not work correctly in the Editor. This is because Unity does not currently update these systems when using WaitForEndOfFrame.

Running coroutines Inside the Editor

In the Editor, press the “Play” button to run your code with coroutines.

Editor in batch mode

To run coroutines when launching the Editor in batch mode from the command line, enter:

C:\Program Files\Unity\Editor\Unity.exe -projectPath PROJECT_PATH -batchMode

Inside the Standalone Player

Launch your Standalone Player to run your code. The Player loads and then waits for your coroutines to complete.

Standalone Player in batch mode

To run coroutines when launching the Player in batch mode from the command line, enter:

PATH_TO_STANDALONE_BUILD -projectPath PROJECT_PATH -batchMode

For example, on Windows:

C:\projects\myproject\builds\myproject.exe -batchMode

On Mac:

~/UnityProjects/myproject/builds/myproject -batchMode

Example coroutine scripts AsyncOperation
using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_AsyncTests());
    }

    public IEnumerator Example_AsyncTests()
    {
        Debug.Log("Start of AsyncLoad Example");
        
        var load = UnityEngine.Resources.LoadAsync("");
        yield return load;
        yield return null;
        
        Debug.Log("End of AsyncLoad Example");
    }
}
WaitForEndOfFrame
using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_WaitForEndOfFrame_Coroutine());
    }

    public IEnumerator Example_WaitForEndOfFrame_Coroutine()
    {
        Debug.Log("Start of WaitForEndOfFrame Example");
        
        yield return new WaitForEndOfFrame();
        
        Debug.Log("End of WaitForEndOfFrame Example");
    }
}
WaitForFixedUpdate
using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_WaitForFixedUpdate_Coroutine());
    }

    public IEnumerator Example_WaitForFixedUpdate_Coroutine()
    {
        Debug.Log("Start of WaitForFixedUpdate Example");
        
        yield return new WaitForFixedUpdate();
        
        Debug.Log("End of WaitForFixedUpdate Example");
    }
}
WaitForSeconds
using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_WaitForSeconds_Coroutine());
    }

    public IEnumerator Example_WaitForSeconds_Coroutine()
    {
        Debug.Log("Start of WaitForSeconds Example");
        
        yield return new WaitForSeconds(1.5f);
        
        Debug.Log("End of WaitForSeconds Example");
    }
}
WaitForSecondsRealtime
using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_WaitForSecondsRealtime_Coroutine());
    }

    public IEnumerator Example_WaitForSecondsRealtime_Coroutine()
    {
        Debug.Log("Start of WaitForSecondsRealtime Example");
        
        yield return new WaitForSecondsRealtime(1.5f);
        
        Debug.Log("End of WaitForSecondsRealtime Example");
    }
}
WaitUntil
using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_WaitUntil_Coroutine());
    }

    public IEnumerator Example_WaitUntil_Coroutine()
    {
        Debug.Log("Start of WaitUntil Example");
        
        yield return new WaitUntil(() => Time.time > 5.0f);
        
        Debug.Log("End of WaitUntil Example");
    }
}
WaitWhile
using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_WaitWhile_Coroutine());
    }

    public IEnumerator Example_WaitWhile_Coroutine()
    {
        Debug.Log("Start of WaitWhile Example");
        
        yield return new WaitWhile(() => Time.time < 5.0f);
        
        Debug.Log("End of WaitWhile Example");
    }
}

Unity Standalone Player command line arguments


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