Zero‑GC, dependency‑free coroutines for Unity 6+. Deterministic, scalable, engine‑agnostic scheduler with single‑threaded and multi‑threaded execution models.Render Pipeline Compatibility:SolidCore Coroutines works with all render pipelines.Demo scenes are authored for URP, but the runtime is fully pipeline‑agnostic.SolidCore Coroutines is a high‑performance coroutine scheduler designed for teams who need guarantees — stable frame times, deterministic execution, and zero per‑frame GC even under extreme load. Whether you’re shipping on mobile, Switch, WebGL, VR, or building large‑scale simulations, SolidCore keeps your coroutine layer fast, predictable, and allocation‑free.Why SolidCore?Unity’s built‑in coroutines allocate every frame, scale poorly with coroutine count, and hide their cost inside the PlayerLoop. SolidCore replaces that system with a fully transparent, zero‑GC scheduler that you can profile, control, and scale.Key FeaturesZero per‑frame GC — pre‑size once, then tick with no allocations.Flat cost at any scale — 10 or 10,000 coroutines, same GC profile.No package dependencies — no Burst, no Collections, no Mathematics.Engine‑agnostic core — the scheduler assembly has no UnityEngine references; unit‑test your coroutine logic in plain C#.Deterministic runner — perfect for rollback netcode, replays, and lockstep simulation.Multi‑threaded job system — scale coroutine execution across worker threads when needed.IL2CPP & Mono compatible — ordinary delegates, no source‑gen or special authoring.Transparent profiling — measure tick cost directly via LastTickTimeMs.Includes SolidCore.Burst — our own high‑performance library, unrelated to Unity’s Burst package.Unity 6+ — fully compatible with Unity 6000.0 and above.Built for Real GamesSolidCore is ideal for:Bullet‑hell, RTS, tower defense, and simulation gamesMobile, Switch, WebGL, and VR titles with tight GC budgetsLong‑session games where GC spikes accumulateDeterministic or rollback‑based systemsTeams with CI pipelines or standalone simulation layersDrop‑In SimplicityNo Package Manager setup. No dependency conflicts. No Burst requirements.Just add the DLLs, create a runner, and start ticking coroutines.Zero per‑frame GC — pre‑size once; ticking allocates nothing.Flat cost at any scale — 10 or 10,000 coroutines, same allocation profile.No Unity package dependencies — no Burst, no Collections, no Mathematics.Engine‑agnostic core — scheduler assembly contains no UnityEngine references.Deterministic single‑threaded runner — ideal for rollback, replays, and lockstep simulation.Multi‑threaded job system — parallel coroutine execution across worker threads.IL2CPP & Mono compatible — ordinary delegates, no source‑gen or special authoring.Reusable instruction templates — immutable InstructionSequence reused on every spawn.Fluent authoring API — .Do(), .WaitForSeconds(), .WaitForFrames(), .WaitUntil().Transparent profiling — LastTickTimeMs, PeakTickTimeMs, ActiveCount, diagnostics API.O(1) active count — contiguous native state with incremental compaction.Includes SolidCore.Burst — high‑performance library unrelated to Unity Burst.Unity 6+ — fully compatible with Unity 6000.0 and above.Microsoft Copilot helped refine:Product descriptionsFeature listsMarketing copyScreenshot captionsTrailer script outlinesClaude assisted with refining:Documentation clarityTechnical explanationsArchitecture overview wordingAll code, libraries, and binaries in the package were written manually. AI was used strictly for editing, improving, and organizing text, not for code generation.




