One would think ScanLoop() would run as a Coroutine, so it would make sense to get the callback messages and all. But it runs entirely in one frame, which makes it slow and the whole OnScanStatus calls completely useless, since they all get called on the same 500ms frame…
I had already noticed something strange in my loading screen, where it would not increase progress during path-finding scan, but paid no attention to it. Now I’m needing to update the graph eventually while the game is running, but I get a huge hick-up if I try to use ScanLoop()
There’s a comment on top which states “This is a IEnumerable, …”, which is false, there’s no yielding in the ScanLoop method. There’s currently zero difference between ScanLoop() and Scan().