<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[RSS Feed]]></title><description><![CDATA[RSS Feed]]></description><link>https://ecency.com</link><image><url>https://ecency.com/logo512.png</url><title>RSS Feed</title><link>https://ecency.com</link></image><generator>RSS for Node</generator><lastBuildDate>Sun, 06 Sep 2026 13:39:34 GMT</lastBuildDate><atom:link href="https://ecency.com/created/coroutine/rss.xml" rel="self" type="application/rss+xml"/><item><title><![CDATA[[Unity] GameObject에서 StartCoroutine 사용하기]]></title><description><![CDATA[public static Coroutine StartCoroutine(this GameObject go, IEnumerator routine) { MonoBehaviour mono = go.GetComponent<MonoBehaviour>(); if (null == mono) mono = go.AddComponent<MonoBehaviour>();]]></description><link>https://ecency.com/@pangcola/unity-gameobject-startcoroutine</link><guid isPermaLink="true">https://ecency.com/@pangcola/unity-gameobject-startcoroutine</guid><category><![CDATA[unity]]></category><dc:creator><![CDATA[pangcola]]></dc:creator><pubDate>Wed, 18 Apr 2018 06:17:21 GMT</pubDate></item><item><title><![CDATA[从内核开发者的角度看协程与线程]]></title><description><![CDATA[第一部分：协程的核心机制介绍 协程的历史其实要早于线程，线程在实现上可以说是一个特化的1:N协程。只不过今天大家接触进程、线程的概念更多。]]></description><link>https://ecency.com/@waterflier/7wnfah</link><guid isPermaLink="true">https://ecency.com/@waterflier/7wnfah</guid><category><![CDATA[coroutine]]></category><dc:creator><![CDATA[waterflier]]></dc:creator><pubDate>Fri, 29 Jul 2016 15:40:30 GMT</pubDate></item></channel></rss>