# Performance Issue with StartCoroutine

**URL:** https://discussions.unity.com/t/performance-issue-with-startcoroutine/494043
**Category:** Mobile
**Tags:** Android
**Created:** [January 4, 2013, 9:36am UTC](https://discussions.unity.com/t/performance-issue-with-startcoroutine/494043 "2013-01-04T09:36:48Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![CitrusDev](https://avatars.discourse-cdn.com/v4/letter/c/5daacb/32.png) [@CitrusDev](https://discussions.unity.com/u/CitrusDev)
#### Post date: [January 4, 2013, 9:36am UTC](https://discussions.unity.com/t/performance-issue-with-startcoroutine/494043/1 "2013-01-04T09:36:48Z")

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Hi,  
I have a clock witch runs in a Co routine (1 sec delay ) and  
one other Co routine (0.5 sec delay ) with iteration to update points ( sporadic and displays a particle system )

nothing else is moving or something

if I update the player points the clock’s co routine and the points one will halt ( also the particle system )  
I don’t know why; there are 16 draw calls and ~ 300 Tris

Please help

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<div class="post-metadata">

### Author: ![CitrusDev](https://avatars.discourse-cdn.com/v4/letter/c/5daacb/32.png) [@CitrusDev](https://discussions.unity.com/u/CitrusDev)
#### Post date: [January 4, 2013, 10:10am UTC](https://discussions.unity.com/t/performance-issue-with-startcoroutine/494043/2 "2013-01-04T10:10:12Z")

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found …  
it depends on the playing sound oO
