Spellbound Games

Unity Main Thread Dispatcher

Author: PimDeWitte

A simple, thread-safe way of executing actions (Such as UI manipulations) on the Unity Main Thread

A thread-safe way of dispatching IEnumerator functions to the main thread in unity. Useful for calling UI functions and other actions that Unity limits to the main thread from different threads. Initially written for Firebase Unity but now used across the board!

No dependencies needed other than Unity. This script was created in Unity 5.3, and has been tested in 5.3, 5.4, and 5.5.


  1. Download the UnityMainThreadDispatcher prefab and add it to your scene, or simple create an empty GameObject, call it UnityMainThreadDispatcher.
  2. Download the UnityMainThreadDispatcher.cs script and add it to your prefab
  3. You can now dispatch objects to the main thread in Unity.


	public IEnumerator ThisWillBeExecutedOnTheMainThread() {
		Debug.Log ("This is executed from the main thread");
		yield return null;
	public void ExampleMainThreadCall() {


	UnityMainThreadDispatcher.Instance().Enqueue(() => Debug.Log ("This is executed from the main thread"));

Copyright 2015 Pim de Witte All Rights Reserved.

Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at


Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
See the License for the specific language governing permissions and
limitations under the License.

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;

/// Author: Pim de Witte (pimdewitte.com) and contributors
/// <summary>
/// A thread-safe class which holds a queue with actions to execute on the next Update() method. It can be used to make calls to the main thread for
/// things such as UI Manipulation in Unity. It was developed for use in combination with the Firebase Unity plugin, which uses separate threads for event handling
/// </summary>
public class UnityMainThreadDispatcher : MonoBehaviour {

	private static readonly Queue<Action> _executionQueue = new Queue<Action>();

	public void Update() {
		lock(_executionQueue) {
			while (_executionQueue.Count > 0) {

	/// <summary>
	/// Locks the queue and adds the IEnumerator to the queue
	/// </summary>
	/// <param name="action">IEnumerator function that will be executed from the main thread.</param>
	public void Enqueue(IEnumerator action) {
		lock (_executionQueue) {
			_executionQueue.Enqueue (() => {
				StartCoroutine (action);

        /// <summary>
        /// Locks the queue and adds the Action to the queue
	/// </summary>
	/// <param name="action">function that will be executed from the main thread.</param>
	public void Enqueue(Action action)
	IEnumerator ActionWrapper(Action a)
		yield return null;

	private static UnityMainThreadDispatcher _instance = null;

	public static bool Exists() {
		return _instance != null;

	public static UnityMainThreadDispatcher Instance() {
		if (!Exists ()) {
			throw new Exception ("UnityMainThreadDispatcher could not find the UnityMainThreadDispatcher object. Please ensure you have added the MainThreadExecutor Prefab to your scene.");
		return _instance;

	void Awake() {
		if (_instance == null) {
			_instance = this;

	void OnDestroy() {
			_instance = null;