mirror of https://github.com/Cysharp/UniTask
Update README.md
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@ -796,9 +796,11 @@ IEnumerator.ToUniTask limitation
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You can convert coroutine(IEnumerator) to UniTask(or await directly) but has some limitations.
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You can convert coroutine(IEnumerator) to UniTask(or await directly) but has some limitations.
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* `WaitForEndOfFrame`/`WaitForFixedUpdate` is not supported, used `yield return null` instead.
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* `WaitForEndOfFrame`/`WaitForFixedUpdate`/`Coroutine` is not supported.
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* Consuming loop timing is not same as StartCoroutine, it is used specified PlayerLoopTiming, and default's `PlayerLoopTiming.Update` is run before MonoBehaviour's Update and StartCoroutine's loop.
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* Consuming loop timing is not same as StartCoroutine, it is used specified PlayerLoopTiming, and default's `PlayerLoopTiming.Update` is run before MonoBehaviour's Update and StartCoroutine's loop.
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If you want to convert fully compatible from coroutine to async, use `IEnumerator.ToUniTask(MonoBehaviour coroutineRunner)` overload. It executes StartCoroutine on an instance of the argument MonoBehaviour and waits for it to complete in UniTask.
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For UnityEditor
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For UnityEditor
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UniTask can run on Unity Edtitor like Editor Coroutine. However, there are some limitations.
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UniTask can run on Unity Edtitor like Editor Coroutine. However, there are some limitations.
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