Version: Unity 6.1 (6000.1)
LanguageEnglish
  • C#

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 IEnumerator variable used earlier to create the coroutine.
  • The Coroutine to stop the manually created Coroutine.

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:

Note: Disabling the MonoBehaviour script by setting [[Behaviour-enabled]] to `false` doesn't stop coroutines.

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; } }