If I have coroutine in one scene and after that scene is restarted, new coroutine call is added on each restart of scene to the existing one (something like timers), so after second restart I have two coroutines running, after third restart, three coroutines running, etc... Is this a case or something else is wrong in my code?
Is there I way to stop coroutine from executing?
Comments
https://deluxepixel.com
https://deluxepixel.com
Is there a way to forcefully stop coroutine, something like 'StopCoroutine' in c#?
https://deluxepixel.com
I understand what you need, when I coded corotuine based threads I didn't see the need of having a function to kill them because in most languages this is a bad thing to do.
However in lua and its GC, this is something possible and not that bad after all. So probably we'll add it soon.
eg:
Likes: MoKaLux
https://deluxepixel.com