public enum ResumePointWhere in a frame a suspended coroutine comes back.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
A small enum of its own rather than SystemPhase, because these are the points a coroutine may be resumed at, and that is a shorter list than the points a system may run at. A resume point costs a drain call in the frame whether or not anything is waiting on it, and points nobody can express a wait against would be paying that for nothing. UniTask draws the same line, and for the same reason: its PlayerLoopTiming is not Unity's PlayerLoop.
The four here are the four Unity's coroutines actually offer — yield return null, a late variant, WaitForFixedUpdate and WaitForEndOfFrame — because those are the four questions gameplay code asks. More can be added; each one is a system and a list.
Fields and properties (4)
UpdateWith the rest of the frame's game logic, in SystemPhase.Update.
LateUpdateAfter everything has moved, in SystemPhase.LateUpdate.
FixedStepAt a fixed simulation step, in SystemPhase.FixedUpdate. Ticks with the steps, not with the frames, so a frame that owes three steps resumes a waiting coroutine three times and one that owes none resumes it not at all.
EndOfFrameAfter the frame has been submitted, in SystemPhase.PostRender.
Used by (11)
- BehaviorVixen.Engine
- CoroutineAllocationTestsVixen.Engine.Tests
- CoroutineAwaitableVixen.Engine
- CoroutineEndOfFrameSystemVixen.Engine
- CoroutineFixedStepSystemVixen.Engine
- CoroutineLateUpdateSystemVixen.Engine
- CoroutineSchedulerVixen.Engine
- CoroutineTestsVixen.Engine.Tests
- CoroutineUpdateSystemVixen.Engine
- EntryVixen.Engine
- SequencerVixen.Engine.Tests