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More Effective Coroutines (MEC) is an improved implementation of coroutines.
When you use Unity's default coroutines you will have to be very careful about how you use them or else they will allocate memory that the garbage collector later has to clean up. This can cause your app to randomly skip frames. MEC solves that issue for coroutines, while also making coroutines more powerful by running about twice as fast as Unity's default coroutines do and providing you with a host of new options that Unity's default coroutines don't have.
This is the free version. The free version of MEC contains the mininum set of features, whereas the pro version contains the full set. Both versions run on the same super-fast core.
Switching between MEC coroutines and Unity's default coroutines is really easy. They can even be used side by side in the same project.
Advantages of MEC (both free and pro):
- MEC doesn't require that your class inherit from MonoBehavior in order to run a coroutine.
- Coroutines can be "tagged" with a string when created, allowing you to kill or pause coroutines individually or as a group.
- MEC contains no pre-compiled DLLs, which makes debugging easier.
- MEC contains useful extra segments, like SlowUpdate.
- MEC coroutines can be paused and resumed.
Limitations of free that don't exist in pro:
- The free version of MEC contains only the mininum number of timing segments. The pro version has the following additional segments: RealtimeUpdate, EditorUpdate, EditorSlowUpdate, EndOfFrame, and ManualTimeframe.
- The free version cannot run coroutines that execute in the Unity editor while your app is not running (called editor corotuines).
- In MEC free a coroutine cannot switch from one timing segment to another without starting a new coroutine.
- You cannot query whether a coroutine is running or add or remove tags to a running coroutine.
- You cannot run a singleton instance of a coroutine like you can in Pro.
For more informantion, see the documentation here.
When you use Unity's default coroutines you will have to be very careful about how you use them or else they will allocate memory that the garbage collector later has to clean up. This can cause your app to randomly skip frames. MEC solves that issue for coroutines, while also making coroutines more powerful by running about twice as fast as Unity's default coroutines do and providing you with a host of new options that Unity's default coroutines don't have.
This is the free version. The free version of MEC contains the mininum set of features, whereas the pro version contains the full set. Both versions run on the same super-fast core.
Switching between MEC coroutines and Unity's default coroutines is really easy. They can even be used side by side in the same project.
Advantages of MEC (both free and pro):
- MEC doesn't require that your class inherit from MonoBehavior in order to run a coroutine.
- Coroutines can be "tagged" with a string when created, allowing you to kill or pause coroutines individually or as a group.
- MEC contains no pre-compiled DLLs, which makes debugging easier.
- MEC contains useful extra segments, like SlowUpdate.
- MEC coroutines can be paused and resumed.
Limitations of free that don't exist in pro:
- The free version of MEC contains only the mininum number of timing segments. The pro version has the following additional segments: RealtimeUpdate, EditorUpdate, EditorSlowUpdate, EndOfFrame, and ManualTimeframe.
- The free version cannot run coroutines that execute in the Unity editor while your app is not running (called editor corotuines).
- In MEC free a coroutine cannot switch from one timing segment to another without starting a new coroutine.
- You cannot query whether a coroutine is running or add or remove tags to a running coroutine.
- You cannot run a singleton instance of a coroutine like you can in Pro.
For more informantion, see the documentation here.
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