Can't stop a Coroutine in Unity – C#

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Written By M Ibrahim
c# unity-game-engine

Quick Fix: To stop a Coroutine in Unity, ensure you correctly set the gameOver flag to True when the player dies. Additionally, implement logic to change the while loop condition to false to exit the loop. For instance, set gameOver = true when currentHealth == 0 within the loop and set while(gameOver == false) as the loop condition.

The Problem:

In Unity, a game object continuously spawns waves of enemies using a coroutine, and the goal is to stop this spawning process when the player dies. A simple if statement is not effectively stopping the coroutine. Design a solution that allows the coroutine to terminate upon the player’s death, ensuring that no further waves are spawned.

The Solutions:

Solution 1: Handle Game Over State and Exit Loop

The provided solution addresses the issue of not being able to stop the coroutine upon the player’s death. It introduces two key modifications to the code:

  1. Set gameOver to false when the player dies:

    • Inside the SpawnWaves() coroutine, a condition is added to check if currentHealth == 0. If it is, the game over state is set to true.
    • This change ensures that when the player’s health reaches 0, the game over state is triggered, and the coroutine can be stopped.
  2. Change the while loop condition to gameOver == false:

    • The while loop in the SpawnWaves() coroutine is modified to check if gameOver is false. This means that the loop will continue as long as the game over state is false.
    • Once the game over state becomes true, the loop will exit, and the spawning of waves will stop.

With these modifications, the coroutine can be successfully stopped when the player dies, allowing for proper game over handling.

Solution 2: Storing a Reference to the Coroutine

The issue in stopping the coroutine lies in not directing the StopCoroutine() method to the specific instance of the coroutine. To resolve this, store a reference to the coroutine and pass it as a parameter to StopCoroutine().

Firstly, declare a variable to store the reference to the coroutine:

IEnumerator waveCoroutine;

Then, in the Start() method, start the coroutine and assign the returned value to the waveCoroutine variable:

void Start() {
    gameOver = false;
    waveCoroutine = StartCoroutine(SpawnWaves());
}

Finally, in the Update() method, when you want to stop the coroutine, use the following code:

if (gameOver) {
    StopCoroutine(waveCoroutine);
}

By storing the reference to the coroutine, you can directly terminate it using StopCoroutine(waveCoroutine), ensuring that the coroutine is properly stopped.

Solution 4: Make sure to use a reference value in StopCoroutine

The problem with the provided code is that it’s not passing a reference value to the `StopCoroutine` method, which is causing the coroutine to continue running even after it’s called.

The code below demonstrates how to fix this issue:

void Start () {
    gameOver = false;
    waves = SpawnWaves(); // Store the reference to the returned IEnumerator
    StartCoroutine(waves);
}

void Update()
{
    if (gameOver)
    {
        StopCoroutine(waves); // Pass the reference
    }
}

This way, when you call StopCoroutine(waves) in the Update method, you’re passing the actual reference to the SpawnWaves coroutine, which will correctly stop it.