void Start() {
StartCoroutine("func"); // Start coroutine named "func"
}
IEnumerator func() {
Debug.Log("Hello");
yield return new WaitForSecondsRealtime(1); //Wait 1 second
Debug.Log("World");
}
using UnityEngine;
using System.Collections;// In this example we show how to invoke a coroutine and execute
// the function in parallel. Start does not need IEnumerator.public class ExampleClass : MonoBehaviour
{
private IEnumerator coroutine; void Start()
{
// - After 0 seconds, prints "Starting 0.0 seconds"
// - After 0 seconds, prints "Coroutine started"
// - After 2 seconds, prints "Coroutine ended: 2.0 seconds"
print("Starting " + Time.time + " seconds"); // Start function WaitAndPrint as a coroutine. coroutine = WaitAndPrint(2.0f);
StartCoroutine(coroutine); print("Coroutine started");
} private IEnumerator WaitAndPrint(float waitTime)
{
yield return new WaitForSeconds(waitTime);
print("Coroutine ended: " + Time.time + " seconds");
}
}