mirror of https://github.com/Cysharp/UniTask
Merge pull request #620 from albermotion/master
Added a note for users using Unity 2023.1 or newer to prevent compilation errorpull/621/head
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@ -526,6 +526,9 @@ It indicates when to run, you can check [PlayerLoopList.md](https://gist.github.
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In UniTask, await directly uses native timing, while `WithCancellation` and `ToUniTask` use specified timing. This is usually not a particular problem, but with `LoadSceneAsync`, it causes a different order of Start and continuation after await. So it is recommended not to use `LoadSceneAsync.ToUniTask`.
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In UniTask, await directly uses native timing, while `WithCancellation` and `ToUniTask` use specified timing. This is usually not a particular problem, but with `LoadSceneAsync`, it causes a different order of Start and continuation after await. So it is recommended not to use `LoadSceneAsync.ToUniTask`.
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> Note: When using Unity 2023.1 or newer, ensure you have `using UnityEngine;` in the using statements of your file when working with new `UnityEngine.Awaitable` methods like `SceneManager.LoadSceneAsync`.
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> This prevents compilation errors by avoiding the use of the `UnityEngine.AsyncOperation` version.
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In the stacktrace, you can check where it is running in playerloop.
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In the stacktrace, you can check where it is running in playerloop.
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![image](https://user-images.githubusercontent.com/46207/83735571-83caea80-a68b-11ea-8d22-5e22864f0d24.png)
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![image](https://user-images.githubusercontent.com/46207/83735571-83caea80-a68b-11ea-8d22-5e22864f0d24.png)
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