StartCoroutine in Unity uses coroutines to provide concurrency but not true parallelism. Some key points:
- Coroutines allow splitting a method into sequential steps that are executed across multiple frames, providing the illusion of concurrency but not true parallel execution.
- Unity implements coroutines by yielding at specific points to allow other code to execute before continuing the coroutine on the next frame. This is done on a single thread.
- So coroutines provide concurrency by interleaving execution across frames, but everything still runs sequentially on one thread - it's not parallel.
- The task model can potentially run into issues if there are more tasks than threads to process them. Tasks may end up queued and