UniTask
OperationResult
UniTask | OperationResult | |
---|---|---|
22 | 2 | |
7,296 | 76 | |
1.9% | - | |
8.5 | 0.0 | |
7 days ago | over 2 years ago | |
C# | C# | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
UniTask
-
Optimizing CPU Load in C#: Key Approaches and Strategies
If you develop projects in Unity - i really recommend to see at UniTaks.
-
async/await or Coroutines?
Give the UniTask library a look https://github.com/Cysharp/UniTask
-
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?
-
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.
-
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.
-
Async void VS Threads
Great comment. The Unity task library is UniTask.
-
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.
-
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.
-
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.
OperationResult
-
Discussion: Is it a Good Practice to just... avoid Coroutines entirely?
This one has been a lifesaver https://github.com/gnaeus/OperationResult
- .NET Myths Dispelled
What are some alternatives?
InjectFix - InjectFix is a hot-fix solution library for Unity
awesome-dotnet - A collection of awesome .NET libraries, tools, frameworks and software
Harmony - A library for patching, replacing and decorating .NET and Mono methods during runtime
atldotnet - Fully managed, portable and easy-to-use C# library to read and edit audio data and metadata (tags) from various audio formats, playlists and CUE sheets
UnityLibrary - :books: Library of all kind of scripts, snippets & shaders for Unity
HonkPerf.NET
simulator - A ROS/ROS2 Multi-robot Simulator for Autonomous Vehicles
CliFx - Class-first framework for building command-line interfaces
delaunator-sharp - Fast Delaunay triangulation of 2D points implemented in C#.
sdk - Core functionality needed to create .NET Core projects, that is shared between Visual Studio and CLI
.NET Runtime - .NET is a cross-platform runtime for cloud, mobile, desktop, and IoT apps.
CliWrap - Library for running command-line processes