Version: 2019.2
Command line arguments
Applying defaults to assets by folder

Batch mode and built-in coroutine compatibility

This page describes the supported features when running the Unity Editor and Standalone Player in batch mode.

When running Unity, the following built-in coroutine operators add functionality:

The following table shows which of these operators Unity supports inside the Editor and Standalone Player, and when running each of them in batch mode using the -batchmode command line argument:

Editor Editor -batchmode Unity Standalone Player Unity Standalone Player -batchmode
AsyncOperation Yes Yes Yes Yes
WaitForEndOfFrame Yes No* Yes Yes
WaitForFixedUpdate Yes Yes Yes Yes
WaitForSeconds Yes Yes Yes Yes
WaitForSecondsRealtime Yes Yes Yes Yes
WaitUntil Yes Yes Yes Yes
WaitWhile Yes Yes Yes Yes

* You cannot use WaitForEndOfFrame when running the Editor with -batchmode, because systems like animation, physics and timelineGeneric term within Unity that refers to all features, windows, editors, and components related to creating, modifying, or reusing cut-scenes, cinematics, and game-play sequences. More info
See in Glossary
might not work correctly in the Editor. This is because Unity does not currently update these systems when using WaitForEndOfFrame.

Running coroutines

Inside the Editor

In the Editor, press the “Play” button to run your code with coroutines.

Editor in batch mode

To run coroutines when launching the Editor in batch mode from the command line, enter:

C:\Program Files\Unity\Editor\Unity.exe -projectPath PROJECT_PATH -batchMode

Inside the Standalone Player

Launch your Standalone Player to run your code. The Player loads and then waits for your coroutines to complete.

Standalone Player in batch mode

To run coroutines when launching the Player in batch mode from the command line, enter:

PATH_TO_STANDALONE_BUILD -projectPath PROJECT_PATH -batchMode

For example, on Windows:

C:\projects\myproject\builds\myproject.exe -batchMode

On Mac:

~/UnityProjects/myproject/builds/myproject -batchMode

Example coroutine scripts

AsyncOperation

using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_AsyncTests());
    }

    public IEnumerator Example_AsyncTests()
    {
        Debug.Log("Start of AsyncLoad Example");
        
        var load = UnityEngine.Resources.LoadAsync("");
        yield return load;
        yield return null;
        
        Debug.Log("End of AsyncLoad Example");
    }
}

WaitForEndOfFrame

using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_WaitForEndOfFrame_Coroutine());
    }

    public IEnumerator Example_WaitForEndOfFrame_Coroutine()
    {
        Debug.Log("Start of WaitForEndOfFrame Example");
        
        yield return new WaitForEndOfFrame();
        
        Debug.Log("End of WaitForEndOfFrame Example");
    }
}

WaitForFixedUpdate

using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_WaitForFixedUpdate_Coroutine());
    }

    public IEnumerator Example_WaitForFixedUpdate_Coroutine()
    {
        Debug.Log("Start of WaitForFixedUpdate Example");
        
        yield return new WaitForFixedUpdate();
        
        Debug.Log("End of WaitForFixedUpdate Example");
    }
}

WaitForSeconds

using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_WaitForSeconds_Coroutine());
    }

    public IEnumerator Example_WaitForSeconds_Coroutine()
    {
        Debug.Log("Start of WaitForSeconds Example");
        
        yield return new WaitForSeconds(1.5f);
        
        Debug.Log("End of WaitForSeconds Example");
    }
}

WaitForSecondsRealtime

using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_WaitForSecondsRealtime_Coroutine());
    }

    public IEnumerator Example_WaitForSecondsRealtime_Coroutine()
    {
        Debug.Log("Start of WaitForSecondsRealtime Example");
        
        yield return new WaitForSecondsRealtime(1.5f);
        
        Debug.Log("End of WaitForSecondsRealtime Example");
    }
}

WaitUntil

using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_WaitUntil_Coroutine());
    }

    public IEnumerator Example_WaitUntil_Coroutine()
    {
        Debug.Log("Start of WaitUntil Example");
        
        yield return new WaitUntil(() => Time.time > 5.0f);
        
        Debug.Log("End of WaitUntil Example");
    }
}

WaitWhile

using System.Collections;
using UnityEngine;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{
    public void Start()
    {
        StartCoroutine(Example_WaitWhile_Coroutine());
    }

    public IEnumerator Example_WaitWhile_Coroutine()
    {
        Debug.Log("Start of WaitWhile Example");
        
        yield return new WaitWhile(() => Time.time < 5.0f);
        
        Debug.Log("End of WaitWhile Example");
    }
}

  • 2018–06–06 Page published

  • Added advice on using batchmode and coroutines in 2017.4

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Command line arguments
Applying defaults to assets by folder