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com.xmobitea.changx.mini-global-coroutine

v1.5.2

Published

Scene-hosted shared coroutine runner and main-thread action dispatcher for Unity.

Readme

XmobiTea GlobalCoroutine

Scene-hosted shared coroutine runner and main-thread action dispatcher for Unity.

AI Entry Points

Open the smallest file for the task:

| Need | Use | | --- | --- | | Quick package summary and routing | AI_USAGE.md | | Start or stop a shared coroutine | AI_USE_RUN_COROUTINE.md | | Run a callback after one or more end-of-frame passes | AI_USE_END_OF_FRAME.md | | Queue a callback for Unity main-thread execution | AI_USE_MAIN_THREAD_QUEUE.md | | Scene setup and lifecycle requirements | AI_SETUP.md | | Exact signatures, returns, parameters, logs | AI_API_REFERENCE.md | | Timing, queue, cancellation, feature flag behavior | AI_BEHAVIOR.md | | Agent guardrails and maintenance checklist | AGENTS.md | | Missing or conflicting docs | Runtime/GlobalCoroutine.cs |

Provides

  • GlobalCoroutine : Singleton<GlobalCoroutine>
  • Shared StartCoroutine(...) host for code without its own MonoBehaviour
  • Main-thread action queue drained from Update()
  • End-of-frame delayed callback helper

Required Setup

  • Add an active GlobalCoroutine component to a loaded scene.
  • The GameObject name is conventional only; code requires the component, not a specific object name.
  • Call static APIs only after the singleton cache has initialized, normally after the host Awake().
  • Add XmobiTea.MiniSingleton.DontDestroy only when the host must survive scene loads.
  • Keep the host active and the component enabled while queued callbacks need to run.

See AI_SETUP.md for exact setup rules.

Common Calls

using XmobiTea.MiniGlobalCoroutine;

Coroutine running = GlobalCoroutine.Run(IEWork());
GlobalCoroutine.Stop(running);

GlobalCoroutine.RunAfterEndOfFrame(() => DoWork(), frameCount: 1);
GlobalCoroutine.RunOnMainThread(() => TouchUnityObjects());

Hard Limits

  • No auto-created host object.
  • Static APIs fail while GlobalCoroutine.isExists == false, even if a matching scene object already exists but has not initialized yet.
  • StopAll() only stops coroutines running on the GlobalCoroutine host.
  • StopAll() does not clear actions already queued for Update().
  • RunAfterEndOfFrame(..., useRunActionOnMainThread: true) waits first, then queues for a later Update().
  • Queue APIs require useRunActionOnMainThreadFeature == true.
  • Queued actions pause while the host is inactive/disabled and are lost if that host is destroyed.

Runtime File

Runtime/GlobalCoroutine.cs

Package Metadata

  • Package: com.xmobitea.changx.mini-global-coroutine
  • Runtime assembly: com.xmobitea.changx.mini-global-coroutine.runtime
  • UPM dependencies: com.xmobitea.changx.app, com.xmobitea.changx.mini-singleton
  • Namespace: XmobiTea.MiniGlobalCoroutine
  • Unity: 2022.3
  • License: Apache-2.0