Playing with callbacks in Unity
I've been avoiding the "yield return" way of doing asynchronous calls in deep class hierarchies. It's fine for MonoBehavoiurs, but for anything else... let's just say it doesn't look very nice. :)
So, I've been using callback driven development with Unity for a year now, and it's more predictable and readable than the 'yield way'. You should try it - there are definitelly huge benefits in there. :)
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