title: Unity Performance - Coroutines vs FSM on update
body: <p>I just started studying Unity scripting and I'm having a hard time to understand why some people prefer coroutines over state machines. </p>
  
  <p>I do understand that the code might be more readable for some programmers, but I can't understand why some people say that using coroutines are preferable for performance.</p>
  
  <p>I'm using C# in Unity, and from what I understand the <a href="http://csharpindepth.com/articles/chapter6/iteratorblockimplementation.aspx" rel="nofollow">C# compiler converts the IEnumerator into a state machine</a>.</p>
  
  <p>So maybe I'm missing something here. Is it better for runtime performance to use Coroutines instead of a FSM loop for handling behavior and states? If yes, why?</p>