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Returning Values from Coroutines in Unity
In game development using Unity, coroutines are commonly used to perform asynchronous tasks, such as sending HTTP requests. However, retrieving results from a coroutine after it completes can be challenging.
Consider the following code snippet, where a coroutine is used to execute a POST request and update a variable, success_fail:
public int POST(string username, string passw) { WWWForm form = new WWWForm(); form.AddField("usr", username); form.AddField("pass", passw); WWW www = new WWW(url, form); StartCoroutine(WaitForRequest(www)); //problem is here ! return success_fail; }
The problem here is that the return statement executes before the coroutine completes, resulting in an incorrect value being returned. To address this, we can use the following approach:
Using Actions
Instead of returning a value directly from the function, we can use an Action
public void POST(string username, string passw, Action<int> callback) { WWWForm form = new WWWForm(); form.AddField("usr", username); form.AddField("pass", passw); WWW www = new WWW(url, form); StartCoroutine(WaitForRequest(www, callback)); }
In the coroutine, we set the success_fail variable and invoke the callback with its value:
private IEnumerator WaitForRequest(WWW www, Action<int> callback) { yield return www; if (www.error == null) { if(www.text.Contains("user exists")) { success_fail = 2; } else { success_fail=1; } } else { success_fail=0; } callback(success_fail); }
You can call the POST function from any script and provide a callback to handle the result:
this.POST("user1", "password", (result) => { print("Result: " + result); });
This approach allows you to retrieve the value from the coroutine once it has completed, even if the function has already returned.
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