Pocket Editor Coroutines for Unity3D
May 7, 2026 ยท View on GitHub
Simplified (50 lines of code) implementation of the Editor Coroutines from Unity. Use it if you need some compact solution and / or do not want to handle this kind of issues.
Features
To skip a frame use standard:
yield return 0;
yield return null;
To wait for seconds use:
yield return 2f; // this will wait for 2 seconds
There is no support for WaitOperation etc. There is no support for nested coroutines.
But it covers most cases of what is usually needed in Editor.
How to use
Start Coroutine that way:
PocketEditorCoroutine.Start(enumerator);
or that way
PocketEditorCoroutine.Start(enumerator, this); // where 'this' might be EditorWindow which is used to detect when to stop the coroutine upon shutdown
you can also later stop coroutine by calling
coroutine.Stop();
Installation
You can just copy-paste PocketEditorCoroutine.cs to your project to any Editor folder.
Alternatively you can use UPM with link https://github.com/AlexeyPerov/Unity-Pocket-Editor-Coroutines.git.
Contributions
Feel free to report bugs, request new features or to contribute to this project!
Other tools
Unity Scanner
- To analyze the whole project for various issues Unity-Scanner.
Dependencies Hunter
- To find unreferenced assets in Unity project see Dependencies-Hunter.
Addressables Inspector
- To analyze addressables layout Addressables-Inspector.
Missing References Hunter
- To find missing or empty references in your assets see Missing-References-Hunter.
Textures Hunter
- To analyze your textures and atlases see Textures-Hunter.
Materials Hunter
- To analyze your materials and renderers see Materials-Hunter.
Asset Inspector
- To analyze asset dependencies Asset-Inspector.