Comments (1)
I doubt that it would degrade the performance in any noticeable way, maybe allocate few tiny bytes ( since unity's yield functions like WaitForSecondsRealtime are allocated ) but besides that it should still have a good performance.
Of course you could get away with yield return null
or WaitForEndOfFrame()
but that would put even more load since it would execute each frame.
To clarify, if the game is lagging due to loading for instance and a frame hangs for few seconds, WaitForSecondsRealtime should still execute the next frame since it uses current time to check if 0.1 seconds have passed. I could be wrong though, it's true that I haven't tested this case.
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