title: How to process a Queue in Unity3D?
body: <p>I've implemented a <code>System.Collections.Queue</code> in my game to gather all the incoming TCP messages.</p>
  
  <p>For now, I simply process the oldest message in the <code>Queue</code> in <code>Update()</code> (if the queue is not empty)</p>
  
  <p>However, the time between two frames is often way longer that the time taken to process a message.</p>
  
  <p>I would like to know if there is a way to process a message just when the previous one is completed, without freezing the game.</p>
  
  <p>I've tried with coroutines, but it changed nothing since <code>yield return null;</code> seems to wait for next frame (so it's like an Update()).</p>