Unity - Scripting API: MonoBehaviour.StopCoroutine
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Declaration
public void StopCoroutine(string methodName);
Declaration
public void StopCoroutine(IEnumerator routine);
Declaration
public void StopCoroutine(Coroutine routine);
Parameters
| Parameter | Description |
|---|---|
| methodName | Name of coroutine. |
| routine | Name of the function in code, including coroutines. |
Description
Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
StopCoroutine takes one of three arguments that specify which coroutine to stop:
- A string function naming the active coroutine.
- The
IEnumeratorvariable used earlier to create the coroutine. - The
Coroutineto stop the manually createdCoroutine.
You must use the same parameter type to stop a coroutine with StopCoroutine as was used to start it with StartCoroutine.
Coroutines also stop if:
- The value of GameObject.activeSelf becomes `false` for the GameObject the script is attached to.
- The MonoBehaviour script is destroyed with a call to Object.Destroy.
Note: Disabling the MonoBehaviour script by setting Behaviour.enabled to `false` doesn't stop coroutines.
StopCoroutine(null) throws a NullReferenceException. Add checks to your code to ensure the argument is not null before calling StopCoroutine.
The following example uses the IEnumerator to stop a coroutine.
using UnityEngine; using System.Collections;public class Example : MonoBehaviour { // keep a copy of the executing script private IEnumerator coroutine;
// Use this for initialization void Start() { print("Starting " + Time.time); coroutine = WaitAndPrint(3.0f); StartCoroutine(coroutine); print("Done " + Time.time); }
// print to the console every 3 seconds. // yield is causing WaitAndPrint to pause every 3 seconds public IEnumerator WaitAndPrint(float waitTime) { while (true) { yield return new WaitForSeconds(waitTime); print("WaitAndPrint " + Time.time); } }
void Update() { if (Input.GetKeyDown("space")) { StopCoroutine(coroutine); print("Stopped " + Time.time); } } }
The following example uses the Coroutine parameter to stop a coroutine.
using System.Collections; using System.Collections.Generic; using UnityEngine;public class ExampleClass : MonoBehaviour { void Start() { StartCoroutine(coroutineA()); }
IEnumerator coroutineA() { // wait for 1 second yield return new WaitForSeconds(1.0f); Debug.Log("coroutineA() started: " + Time.time);
// wait for another 1 second and then create b yield return new WaitForSeconds(1.0f); Coroutine b = StartCoroutine(coroutineB());
yield return new WaitForSeconds(2.0f); Debug.Log("coroutineA() finished " + Time.time);
// B() was expected to run for 10 seconds // but was shut down here after 3.0f StopCoroutine(b); yield return null; }
IEnumerator coroutineB() { float f = 0.0f; float start = Time.time;
Debug.Log("coroutineB() started " + start);
while (f < 10.0f) { Debug.Log("coroutineB(): " + f); yield return new WaitForSeconds(1.0f); f = f + 1.0f; }
// Intended to handling exit of the this coroutine. // However coroutineA() shuts coroutineB() down. This // means the following lines are not called. float t = Time.time - start; Debug.Log("coroutineB() finished " + t); yield return null; } }