I’m getting this seemingly harmless error message, and it’s kind of like yeah, that was the idea… Is it safe to suppress it? Is there a workaround with the same functionality? I may need the adaptability of using Coroutine instead of IEnumerator, and I read that string is slower…
Make sure to call StopCoroutine()
on the same object (MonoBehavior) that you started the coroutine.
Coroutine myCoroutine = world.StartCoroutine(MyCoroutine());
world.StopCoroutine(myCoroutine);
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There is a discussion about this in the forums. Sounds like it’s been fixed multiple times but keeps coming back. It is apparently harmless, and can be worked around by stopping with the IEnumerator instead of the Coroutine.