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Yield return statement ends loop execution

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I've been working on a coroutine that splits text into a list of words, taking a break at every 500-ish characters parsed. See here: // charsToParsePerFrame = 500 // other code while (textToParse.Length > 0) { bool timeToTakeABreak = parseCounter >= charsToParsePerFrame; if (timeToTakeABreak) { yield return null; parseCounter = 0; } // other code Using the debugger, I saw that as soon as the yield return null is executed, the loop ends, going to the code after the loop. This is a problem, because with the text I supplied it to parse, it leaves a good chunk of it unparsed :/ What is going on? Yield return statements are supposed to pause the execution of code, never break any loops. In a text-showing coroutine I wrote, the yield return statements didn't end the loops they were in (as expected), so I don't see what's different, here. If it helps any, I'm using Unity 5.6.2f1.

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