UniTask
simulator
UniTask | simulator | |
---|---|---|
22 | 4 | |
7,296 | 2,196 | |
1.9% | 0.0% | |
8.5 | 0.0 | |
7 days ago | about 1 year ago | |
C# | C# | |
MIT License | GNU General Public License v3.0 or later |
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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.
simulator
- LG will no longer support LGSVL Simulator -- will not open source WISE web Interface
- LG Ends Support for Lgsvl Simulator
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Is it possible to train a self driving car on google colab?
I've been trying for a while now and I started thinking it may not be possible. If anyone has managed to train a self-driving car simulator using openai gym on google colab(preferably), or on any remote server (AWS, GCP, ...) please let me know. So far, I tried carla, airsim, svl, deepdrive and they are all equally useless unless run locally with a gui. I'd really appreciate if someone suggests some way that actually can make it possible.
- *Bonk Bonk*
What are some alternatives?
InjectFix - InjectFix is a hot-fix solution library for Unity
carla - Open-source simulator for autonomous driving research.
Harmony - A library for patching, replacing and decorating .NET and Mono methods during runtime
deepdrive - Deepdrive is a simulator that allows anyone with a PC to push the state-of-the-art in self-driving
UnityLibrary - :books: Library of all kind of scripts, snippets & shaders for Unity
MissionPlanner - Mission Planner Ground Control Station for ArduPilot (c# .net)
delaunator-sharp - Fast Delaunay triangulation of 2D points implemented in C#.
AirSim - Open source simulator for autonomous vehicles built on Unreal Engine / Unity, from Microsoft AI & Research
.NET Runtime - .NET is a cross-platform runtime for cloud, mobile, desktop, and IoT apps.
ezThread - Library for easy threading tasks
ai2thor - An open-source platform for Visual AI.