Unity performs many operations once per frame, including:

  • Input processing

  • Main update (including Update())

  • Main coroutine updates (including yield return null)

  • Late update (including LateUpdate())

  • Scene rendering (quite a few steps)

  • Gizmo/UI rendering

  • End of frame (including WaitForEndOfFrame)

One returns just before rendering, the other returns just after (but just before the frame is displayed). When the difference isn't important, I usually use and recommend yield return null, as it's closer to the way other Update and coroutine functions work.

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