As the name implies, you can simply queue any number of functions on a thread, with one function call, and Powerful Threading takes care of all the rest! Not only that but you can subscribe to events or specify a function to call on the main thread after your threading operation has completed, giving you maximum control over your threads and where the data goes. You can also queue functions with return types, allowing you to manipulate the Unity scene with thread callback functions.
Powerful Threading for Unity also includes custom coroutine-like threads allowing you to create a thread that would mimic the effects of Unity's coroutines.
Key Features:
> ThreadPool usages means no overhead from creating new threads.
> One line of code to pass a function (or chain of functions) to a thread.
> One line of code to start a coroutine.
> Thread naming.
> Event firing on thread finish.
> Ability to call specified functions on the main thread whenever another thread finishes, with full data capturing, useful for manipulating the game scene.
> Full function parameter options.
> Thread return values.
> Coroutine thread return values.
> Pause, or unpause, threads.
> Pause threads for a certain time frame or until a specified thread has finished.
> Mimic Update() or FixedUpdate() on a thread or coroutine.
> Ability to send a signal to a thread, telling it to stop.
> Full exception handling with detailed log messages.
For more info check out the wiki.
Forum thread here.