Resumes the passed thread or function after the elapsed delayTime seconds using the engine's scheduler.
This is equivalent to task.delay, except the thread is not owned by the calling thread. This means
that the thread will continue to run, even if the parent thread belongs to a destroyed UnityObject.
Resumes the passed thread or function after the elapsed
delayTime
seconds using the engine's scheduler.This is equivalent to
task.delay
, except the thread is not owned by the calling thread. This means that the thread will continue to run, even if the parent thread belongs to a destroyed UnityObject.