InjectFix
UniTask
InjectFix | UniTask | |
---|---|---|
2 | 22 | |
1,933 | 7,296 | |
0.2% | 1.9% | |
0.0 | 8.5 | |
6 months ago | 6 days ago | |
C# | C# | |
GNU General Public License v3.0 or later | MIT License |
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InjectFix
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What does this mean?
injectfix seems to be a bug fixing solution used by devs for unity (game engine used by genshin). [check this github repo for reference]
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Can't create build of my Unity project. Everything plays fine in the editor, but when I try and build for PC I get these errors.
Repo: https://github.com/Tencent/InjectFix
UniTask
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Optimizing CPU Load in C#: Key Approaches and Strategies
If you develop projects in Unity - i really recommend to see at UniTaks.
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async/await or Coroutines?
Give the UniTask library a look https://github.com/Cysharp/UniTask
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Discussion: Is it a Good Practice to just... avoid Coroutines entirely?
What I would say, however, is that I much prefer async / await via UniTask over standard Coroutines!
- Do coroutines produce garbage?
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Addressables - loading/unloading the same AssetReference more times - help
Lastly I recommend using UniTask to better await an asset load, use it, and release it without clunky Coroutines. Happy to give examples of how to use UniTask to update this code.
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Why are my statements called asynchronous?
If you absolutely must muck about with threads in Unity yourself (though I struggle to think of a reason why you'd need to for the example given) then Unity's Jobs system is probably the way to go - though in most cases you can likely achieve whatever it is you're trying to achieve using something like UniTask (my preference) which gives you much nicer async / await support.
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Async void VS Threads
Great comment. The Unity task library is UniTask.
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For loop inside async task?
There are a few problems. Firstly use UniTask for async related things in Unity. Provides much better async integration with Unity.
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How to replace IEnumerator and coroutines with async/await?
This is where UniTask comes in. If your project relies heavily on asynchronous code-- it sounds like it does -- you'll likely enjoy this package. It doesn't allocate, hooks into Unity's PlayerLoop for per-frame timing, and allows for return types. You can even await existing Coroutines.
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Do you remember some of your most annoying problems with Unity when you just started?
UniTask is a popular async/await library that doesn't have this problem.
What are some alternatives?
Harmony - A library for patching, replacing and decorating .NET and Mono methods during runtime
JSPatch - JSPatch bridge Objective-C and Javascript using the Objective-C runtime. You can call any Objective-C class and method in JavaScript by just including a small engine. JSPatch is generally used to hotfix iOS App.
UnityLibrary - :books: Library of all kind of scripts, snippets & shaders for Unity
simulator - A ROS/ROS2 Multi-robot Simulator for Autonomous Vehicles
unity-guid-regenerator - :id: GUID regenerator for Unity assets
delaunator-sharp - Fast Delaunay triangulation of 2D points implemented in C#.
VoiceChatManager - An SCP: SL plugin which allows to record players' voice chat and play custom audios globally or in the proximity of a specific position or player.
.NET Runtime - .NET is a cross-platform runtime for cloud, mobile, desktop, and IoT apps.
vektor-voxels - A work-in-progress cubic voxel framework for the Unity game engine.
ezThread - Library for easy threading tasks