Starts a coroutine.
	// In this example we show how to invoke a coroutine and continue executing
	// the function in parallel.	function Start() {
		// - After 0 seconds, prints "Starting 0.0"
		// - After 0 seconds, prints "Before WaitAndPrint Finishes 0.0"
		// - After 2 seconds, prints "WaitAndPrint 2.0"
		print ("Starting " + Time.time);
		// Start function WaitAndPrint as a coroutine. And continue execution while it is running
	
		// this is the same as WaitAndPrint(2.0) as the compiler does it for you automatically
		StartCoroutine(WaitAndPrint(2.0)); 
		print ("Before WaitAndPrint Finishes " + Time.time);
	}	function WaitAndPrint (waitTime : float) {
		// suspend execution for waitTime seconds
		yield WaitForSeconds (waitTime);
		print ("WaitAndPrint "+ Time.time);
	}
      using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Start() { print("Starting " + Time.time); StartCoroutine(WaitAndPrint(2.0F)); print("Before WaitAndPrint Finishes " + Time.time); } IEnumerator WaitAndPrint(float waitTime) { yield return new WaitForSeconds(waitTime); print("WaitAndPrint " + Time.time); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Start() as void: print(('Starting ' + Time.time)) StartCoroutine(WaitAndPrint(2.0F)) print(('Before WaitAndPrint Finishes ' + Time.time)) def WaitAndPrint(waitTime as float) as IEnumerator: yield WaitForSeconds(waitTime) print(('WaitAndPrint ' + Time.time))
	// In this example we show how to invoke a coroutine and wait until it 
	// is completed
	
	function Start() {
		// - After 0 seconds, prints "Starting 0.0"
		// - After 2 seconds, prints "WaitAndPrint 2.0"
		// - After 2 seconds, prints "Done 2.0"
		print ("Starting " + Time.time);
		// Start function WaitAndPrint as a coroutine. And wait until it is completed.
		// the same as yield WaitAndPrint(2.0);
		yield StartCoroutine(WaitAndPrint(2.0));
		print ("Done " + Time.time);
	}	function WaitAndPrint (waitTime : float) {
		// suspend execution for waitTime seconds
		yield WaitForSeconds (waitTime);
		print ("WaitAndPrint "+ Time.time);
	}
      using UnityEngine; using System.Collections; public class Example : MonoBehaviour { IEnumerator Start() { print("Starting " + Time.time); yield return StartCoroutine(WaitAndPrint(2.0F)); print("Done " + Time.time); } IEnumerator WaitAndPrint(float waitTime) { yield return new WaitForSeconds(waitTime); print("WaitAndPrint " + Time.time); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Start() as IEnumerator: print(('Starting ' + Time.time)) yield StartCoroutine(WaitAndPrint(2.0F)) print(('Done ' + Time.time)) def WaitAndPrint(waitTime as float) as IEnumerator: yield WaitForSeconds(waitTime) print(('WaitAndPrint ' + Time.time))
Starts a coroutine named methodName.
	// In this example we show how to invoke a coroutine using a string name and stop it	function Start () {
		StartCoroutine("DoSomething", 2.0);
		yield WaitForSeconds(1);
		StopCoroutine("DoSomething");
	}	function DoSomething (someParameter : float) {
		while (true) {
			print("DoSomething Loop");
			// Yield execution of this coroutine and return to the main loop until next frame
			yield;
		}
	}
      using UnityEngine; using System.Collections; public class Example : MonoBehaviour { IEnumerator Start() { StartCoroutine("DoSomething", 2.0F); yield return new WaitForSeconds(1); StopCoroutine("DoSomething"); } IEnumerator DoSomething(float someParameter) { while (true) { print("DoSomething Loop"); yield return null; } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Start() as IEnumerator: StartCoroutine('DoSomething', 2.0F) yield WaitForSeconds(1) StopCoroutine('DoSomething') def DoSomething(someParameter as float) as IEnumerator: while true: print('DoSomething Loop') yield