My biggest issue with Unity's coroutines is the inability to save and recreate their state. I've created a simple custom coroutine system myself just to see what's up, but I don't see a way to do this.



It would be great if the coroutine or the wrapping object would somehow store the iterator's progress and then be able to jump to that at request. Like you have .MoveNext(), you would also have .MoveTo(int).

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