Grammar fixes for README.md

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@ -2,20 +2,20 @@ UniTask
=== ===
[![GitHub Actions](https://github.com/Cysharp/UniTask/workflows/Build-Debug/badge.svg)](https://github.com/Cysharp/UniTask/actions) [![Releases](https://img.shields.io/github/release/Cysharp/UniTask.svg)](https://github.com/Cysharp/UniTask/releases) [![GitHub Actions](https://github.com/Cysharp/UniTask/workflows/Build-Debug/badge.svg)](https://github.com/Cysharp/UniTask/actions) [![Releases](https://img.shields.io/github/release/Cysharp/UniTask.svg)](https://github.com/Cysharp/UniTask/releases)
Provides an efficient allocation free async/await integration to Unity. Provides an efficient allocation free async/await integration for Unity.
* Struct based `UniTask<T>` and custom AsyncMethodBuilder to achive zero allocation * Struct based `UniTask<T>` and custom AsyncMethodBuilder to achieve zero allocation
* All Unity AsyncOperations and Coroutine to awaitable * Makes all Unity AsyncOperations and Coroutines awaitable
* PlayerLoop based task(`UniTask.Yield`, `UniTask.Delay`, `UniTask.DelayFrame`, etc..) that enable to replace all coroutine operation * PlayerLoop based task(`UniTask.Yield`, `UniTask.Delay`, `UniTask.DelayFrame`, etc..) that enable replacing all coroutine operations
* MonoBehaviour Message Events and uGUI Events as awaitable/async-enumerable * MonoBehaviour Message Events and uGUI Events as awaitable/async-enumerable
* Completely run on Unity's PlayerLoop so don't use thread and run on WebGL, wasm, etc. * Runs completely on Unity's PlayerLoop so doesn't use threads and runs on WebGL, wasm, etc.
* Asynchronous LINQ, with Channel and AsyncReactiveProperty * Asynchronous LINQ, with Channel and AsyncReactiveProperty
* TaskTracker window to prevent memory leak * TaskTracker window to prevent memory leaks
* Highly compatible behaviour with Task/ValueTask/IValueTaskSource * Highly compatible behaviour with Task/ValueTask/IValueTaskSource
Techinical details, see blog post: [UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ For technical details, see blog post: [UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ
](https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd) ](https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd)
Advanced tips, see blog post: [Extends UnityWebRequest via async decorator pattern — Advanced Techniques of UniTask](https://medium.com/@neuecc/extends-unitywebrequest-via-async-decorator-pattern-advanced-techniques-of-unitask-ceff9c5ee846) For advanced tips, see blog post: [Extends UnityWebRequest via async decorator pattern — Advanced Techniques of UniTask](https://medium.com/@neuecc/extends-unitywebrequest-via-async-decorator-pattern-advanced-techniques-of-unitask-ceff9c5ee846)
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@ -72,7 +72,7 @@ async UniTask<string> DemoAsync()
// .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress<T> // .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress<T>
var asset3 = await Resources.LoadAsync<TextAsset>("baz").ToUniTask(Progress.Create<float>(x => Debug.Log(x))); var asset3 = await Resources.LoadAsync<TextAsset>("baz").ToUniTask(Progress.Create<float>(x => Debug.Log(x)));
// await frame-based operation like coroutine // await frame-based operation like a coroutine
await UniTask.DelayFrame(100); await UniTask.DelayFrame(100);
// replacement of yield return new WaitForSeconds/WaitForSecondsRealtime // replacement of yield return new WaitForSeconds/WaitForSecondsRealtime
@ -97,10 +97,10 @@ async UniTask<string> DemoAsync()
// special helper of WaitUntil // special helper of WaitUntil
await UniTask.WaitUntilValueChanged(this, x => x.isActive); await UniTask.WaitUntilValueChanged(this, x => x.isActive);
// You can await IEnumerator coroutine // You can await IEnumerator coroutines
await FooCoroutineEnumerator(); await FooCoroutineEnumerator();
// You can await standard task // You can await a standard task
await Task.Run(() => 100); await Task.Run(() => 100);
// Multithreading, run on ThreadPool under this code // Multithreading, run on ThreadPool under this code
@ -122,13 +122,13 @@ async UniTask<string> DemoAsync()
var task2 = GetTextAsync(UnityWebRequest.Get("http://bing.com")); var task2 = GetTextAsync(UnityWebRequest.Get("http://bing.com"));
var task3 = GetTextAsync(UnityWebRequest.Get("http://yahoo.com")); var task3 = GetTextAsync(UnityWebRequest.Get("http://yahoo.com"));
// concurrent async-wait and get result easily by tuple syntax // concurrent async-wait and get results easily by tuple syntax
var (google, bing, yahoo) = await UniTask.WhenAll(task1, task2, task3); var (google, bing, yahoo) = await UniTask.WhenAll(task1, task2, task3);
// shorthand of WhenAll, tuple can await directly // shorthand of WhenAll, tuple can await directly
var (google2, bing2, yahoo2) = await (task1, task2, task3); var (google2, bing2, yahoo2) = await (task1, task2, task3);
// You can handle timeout easily // You can handle timeouts easily
await GetTextAsync(UnityWebRequest.Get("http://unity.com")).Timeout(TimeSpan.FromMilliseconds(300)); await GetTextAsync(UnityWebRequest.Get("http://unity.com")).Timeout(TimeSpan.FromMilliseconds(300));
// return async-value.(or you can use `UniTask`(no result), `UniTaskVoid`(fire and forget)). // return async-value.(or you can use `UniTask`(no result), `UniTaskVoid`(fire and forget)).
@ -138,9 +138,9 @@ async UniTask<string> DemoAsync()
Basics of UniTask and AsyncOperation Basics of UniTask and AsyncOperation
--- ---
UniTask feature rely on C# 7.0([task-like custom async method builder feature](https://github.com/dotnet/roslyn/blob/master/docs/features/task-types.md)) so required Unity version is after `Unity 2018.3`, officialy lower support version is `Unity 2018.4.13f1`. UniTask features rely on C# 7.0([task-like custom async method builder feature](https://github.com/dotnet/roslyn/blob/master/docs/features/task-types.md)) so the required Unity version is after `Unity 2018.3`, the official oldest version supported is `Unity 2018.4.13f1`.
Why UniTask(custom task-like object) is required? Because Task is too heavy, not matched to Unity threading(single-thread). UniTask does not use thread and SynchronizationContext/ExecutionContext because almost Unity's asynchronous object is automaticaly dispatched by Unity's engine layer. It acquires more fast and more less allocation, completely integrated with Unity. Why is UniTask(custom task-like object) required? Because Task is too heavy and not matched to Unity threading (single-thread). UniTask does not use threads and SynchronizationContext/ExecutionContext because Unity's asynchronous object is automaticaly dispatched by Unity's engine layer. It achieves faster and lower allocation, and is completely integrated with Unity.
You can await `AsyncOperation`, `ResourceRequest`, `AssetBundleRequest`, `AssetBundleCreateRequest`, `UnityWebRequestAsyncOperation`, `AsyncGPUReadbackRequest`, `IEnumerator` and others when `using Cysharp.Threading.Tasks;`. You can await `AsyncOperation`, `ResourceRequest`, `AssetBundleRequest`, `AssetBundleCreateRequest`, `UnityWebRequestAsyncOperation`, `AsyncGPUReadbackRequest`, `IEnumerator` and others when `using Cysharp.Threading.Tasks;`.
@ -152,13 +152,13 @@ UniTask provides three pattern of extension methods.
* .ToUniTask(IProgress, PlayerLoopTiming, CancellationToken); * .ToUniTask(IProgress, PlayerLoopTiming, CancellationToken);
``` ```
`WithCancellation` is a simple version of `ToUniTask`, both returns `UniTask`. Details of cancellation, see: [Cancellation and Exception handling](#cancellation-and-exception-handling) section. `WithCancellation` is a simple version of `ToUniTask`, both return `UniTask`. For details of cancellation, see: [Cancellation and Exception handling](#cancellation-and-exception-handling) section.
> Note: WithCancellation is returned from native timing of PlayerLoop but ToUniTask is returned from specified PlayerLoopTiming. Details of timing, see: [PlayerLoop](#playerloop) section. > Note: WithCancellation is returned from native timing of PlayerLoop but ToUniTask is returned from specified PlayerLoopTiming. For details of timing, see: [PlayerLoop](#playerloop) section.
> Note: AssetBundleRequest has `asset` and `allAssets`, in default await returns `asset`. If you want to get `allAssets`, you can use `AwaitForAllAssets()` method. > Note: AssetBundleRequest has `asset` and `allAssets`, default await returns `asset`. If you want to get `allAssets`, you can use `AwaitForAllAssets()` method.
The type of `UniTask` can use utility like `UniTask.WhenAll`, `UniTask.WhenAny`. It is like Task.WhenAll/WhenAny but return type is more useful, returns value tuple so can deconsrtuct each result and pass multiple type. The type of `UniTask` can use utilities like `UniTask.WhenAll`, `UniTask.WhenAny`. They are like `Task.WhenAll`/`Task.WhenAny` but the return type is more useful. They return value tuples so you can deconstruct each result and pass multiple types.
```csharp ```csharp
public async UniTaskVoid LoadManyAsync() public async UniTaskVoid LoadManyAsync()
@ -177,7 +177,7 @@ async UniTask<Sprite> LoadAsSprite(string path)
} }
``` ```
If you want to convert callback to UniTask, you can use `UniTaskCompletionSource<T>` that is the lightweight edition of `TaskCompletionSource<T>`. If you want to convert a callback to UniTask, you can use `UniTaskCompletionSource<T>` which is a lightweight edition of `TaskCompletionSource<T>`.
```csharp ```csharp
public UniTask<int> WrapByUniTaskCompletionSource() public UniTask<int> WrapByUniTaskCompletionSource()
@ -194,7 +194,7 @@ public UniTask<int> WrapByUniTaskCompletionSource()
You can convert Task -> UniTask: `AsUniTask`, `UniTask` -> `UniTask<AsyncUnit>`: `AsAsyncUnitUniTask`, `UniTask<T>` -> `UniTask`: `AsUniTask`. `UniTask<T>` -> `UniTask`'s conversion cost is free. You can convert Task -> UniTask: `AsUniTask`, `UniTask` -> `UniTask<AsyncUnit>`: `AsAsyncUnitUniTask`, `UniTask<T>` -> `UniTask`: `AsUniTask`. `UniTask<T>` -> `UniTask`'s conversion cost is free.
If you want to convert async to coroutine, you can use `.ToCoroutine()`, this is useful to use only allow coroutine system. If you want to convert async to coroutine, you can use `.ToCoroutine()`, this is useful if you want to only allow using the coroutine system.
UniTask can not await twice. This is a similar constraint to the [ValueTask/IValueTaskSource](https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.valuetask-1?view=netcore-3.1) introduced in .NET Standard 2.1. UniTask can not await twice. This is a similar constraint to the [ValueTask/IValueTaskSource](https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.valuetask-1?view=netcore-3.1) introduced in .NET Standard 2.1.
@ -213,13 +213,13 @@ await task;
await task; // NG, throws Exception await task; // NG, throws Exception
``` ```
Store to the class field, you can use `UniTask.Lazy` that gurantee call multipletimes. `.Preserve()` allows for multiple calls (internally cached results). This is useful when multiple calls in a function scope. Store to the class field, you can use `UniTask.Lazy` that guarantees calling multiple times. `.Preserve()` allows for multiple calls (internally cached results). This is useful when there are multiple calls in a function scope.
Also `UniTaskCompletionSource` can await multipletimes and await from many caller. Also `UniTaskCompletionSource` can await multiple times and await from many callers.
Cancellation and Exception handling Cancellation and Exception handling
--- ---
Some UniTask factory methods have `CancellationToken cancellationToken = default` parameter. Andalso some async operation for unity have `WithCancellation(CancellationToken)` and `ToUniTask(..., CancellationToken cancellation = default)` extension methods. Some UniTask factory methods have a `CancellationToken cancellationToken = default` parameter. Also some async operations for Unity have `WithCancellation(CancellationToken)` and `ToUniTask(..., CancellationToken cancellation = default)` extension methods.
You can pass `CancellationToken` to parameter by standard [`CancellationTokenSource`](https://docs.microsoft.com/en-us/dotnet/api/system.threading.cancellationtokensource). You can pass `CancellationToken` to parameter by standard [`CancellationTokenSource`](https://docs.microsoft.com/en-us/dotnet/api/system.threading.cancellationtokensource).
@ -236,18 +236,18 @@ await UnityWebRequest.Get("http://google.co.jp").SendWebRequest().WithCancellati
await UniTask.DelayFrame(1000, cancellationToken: cts.Token); await UniTask.DelayFrame(1000, cancellationToken: cts.Token);
``` ```
CancellationToken can create by `CancellationTokenSource` or MonoBehaviour's extension method `GetCancellationTokenOnDestroy`. CancellationToken can be created by `CancellationTokenSource` or MonoBehaviour's extension method `GetCancellationTokenOnDestroy`.
```csharp ```csharp
// this CancellationToken lifecycle is same as GameObject. // this CancellationToken lifecycle is same as GameObject.
await UniTask.DelayFrame(1000, cancellationToken: this.GetCancellationTokenOnDestroy()); await UniTask.DelayFrame(1000, cancellationToken: this.GetCancellationTokenOnDestroy());
``` ```
When detect cancellation, all methods throws `OperationCanceledException` and propagate to upstream. `OperationCanceledException` is special exception, if not handled this exception, finally it is propagated to `UniTaskScheduler.UnobservedTaskException`. When cancellation is detected, all methods throw `OperationCanceledException` and propagate upstream. `OperationCanceledException` is a special exception, if this exception is not handled, it is propagated finally to `UniTaskScheduler.UnobservedTaskException`.
Default behaviour of received unhandled exception is write log as exception. Log level can change by `UniTaskScheduler.UnobservedExceptionWriteLogType`. If you want to change custom beavhiour, set action to `UniTaskScheduler.UnobservedTaskException.` The default behaviour of received unhandled exception is to write log as exception. Log level can be changed using `UniTaskScheduler.UnobservedExceptionWriteLogType`. If you want to use custom behaviour, set an action to `UniTaskScheduler.UnobservedTaskException.`
If you want to cancel behaviour in async UniTask method, throws `OperationCanceledException` manually. If you want to cancel behaviour in an async UniTask method, throw `OperationCanceledException` manually.
```csharp ```csharp
public async UniTask<int> FooAsync() public async UniTask<int> FooAsync()
@ -257,7 +257,7 @@ public async UniTask<int> FooAsync()
} }
``` ```
If you handle exception but want to ignore(propagete to global cancellation handling), use exception filter. If you handle an exception but want to ignore(propagate to global cancellation handling), use an exception filter.
```csharp ```csharp
public async UniTask<int> BarAsync() public async UniTask<int> BarAsync()
@ -274,7 +274,7 @@ public async UniTask<int> BarAsync()
} }
``` ```
throws/catch `OperationCanceledException` is slightly heavy, if you want to care performance, use `UniTask.SuppressCancellationThrow` to avoid OperationCanceledException throw. It returns `(bool IsCanceled, T Result)` instead of throw. throws/catch `OperationCanceledException` is slightly heavy, so if performance is a concern, use `UniTask.SuppressCancellationThrow` to avoid OperationCanceledException throw. It returns `(bool IsCanceled, T Result)` instead of throwing.
```csharp ```csharp
var (isCanceled, _) = await UniTask.DelayFrame(10, cancellationToken: cts.Token).SuppressCancellationThrow(); var (isCanceled, _) = await UniTask.DelayFrame(10, cancellationToken: cts.Token).SuppressCancellationThrow();
@ -284,11 +284,11 @@ if (isCanceled)
} }
``` ```
Note: Only suppress throws if you call it directly into the most source method. Otherwise, the return value will be converted, but the entire pipeline will not be suppressed throws. Note: Only suppress throws if you call directly into the most source method. Otherwise, the return value will be converted, but the entire pipeline will not suppress throws.
Progress Progress
--- ---
Some async operation for unity have `ToUniTask(IProgress<float> progress = null, ...)` extension methods. Some async operations for unity have `ToUniTask(IProgress<float> progress = null, ...)` extension methods.
```csharp ```csharp
var progress = Progress.Create<float>(x => Debug.Log(x)); var progress = Progress.Create<float>(x => Debug.Log(x));
@ -298,9 +298,9 @@ var request = await UnityWebRequest.Get("http://google.co.jp")
.ToUniTask(progress: progress); .ToUniTask(progress: progress);
``` ```
You should not use standard `new System.Progress<T>`, because it causes allocation every times. Use `Cysharp.Threading.Tasks.Progress` instead. This progress factory has two methods, `Create` and `CreateOnlyValueChanged`. `CreateOnlyValueChanged` calls only when progress value changed. You should not use standard `new System.Progress<T>`, because it causes allocation every time. Use `Cysharp.Threading.Tasks.Progress` instead. This progress factory has two methods, `Create` and `CreateOnlyValueChanged`. `CreateOnlyValueChanged` calls only when the progress value has changed.
Implements IProgress interface to caller is more better, there is no allocation of lambda. Implementing IProgress interface to caller is better as there is no lambda allocation.
```csharp ```csharp
public class Foo : MonoBehaviour, IProgress<float> public class Foo : MonoBehaviour, IProgress<float>
@ -321,7 +321,7 @@ public class Foo : MonoBehaviour, IProgress<float>
PlayerLoop PlayerLoop
--- ---
UniTask is run on custom [PlayerLoop](https://docs.unity3d.com/ScriptReference/LowLevel.PlayerLoop.html). UniTask's playerloop based method(such as `Delay`, `DelayFrame`, `asyncOperation.ToUniTask`, etc...) accepts this `PlayerLoopTiming`. UniTask is run on a custom [PlayerLoop](https://docs.unity3d.com/ScriptReference/LowLevel.PlayerLoop.html). UniTask's playerloop based methods (such as `Delay`, `DelayFrame`, `asyncOperation.ToUniTask`, etc...) accept this `PlayerLoopTiming`.
```csharp ```csharp
public enum PlayerLoopTiming public enum PlayerLoopTiming
@ -356,25 +356,25 @@ public enum PlayerLoopTiming
It indicates when to run, you can check [PlayerLoopList.md](https://gist.github.com/neuecc/bc3a1cfd4d74501ad057e49efcd7bdae) to Unity's default playerloop and injected UniTask's custom loop. It indicates when to run, you can check [PlayerLoopList.md](https://gist.github.com/neuecc/bc3a1cfd4d74501ad057e49efcd7bdae) to Unity's default playerloop and injected UniTask's custom loop.
`PlayerLoopTiming.Update` is similar as `yield return null` in coroutine, but it is called before Update(Update and uGUI events(button.onClick, etc...) are called on `ScriptRunBehaviourUpdate`, yield return null is called on `ScriptRunDelayedDynamicFrameRate`). `PlayerLoopTiming.FixedUpdate` is similar as `WaitForFixedUpdate`, `PlayerLoopTiming.LastPostLateUpdate` is similar as `WaitForEndOfFrame` in coroutine. `PlayerLoopTiming.Update` is similar to `yield return null` in a coroutine, but it is called before Update(Update and uGUI events(button.onClick, etc...) are called on `ScriptRunBehaviourUpdate`, yield return null is called on `ScriptRunDelayedDynamicFrameRate`). `PlayerLoopTiming.FixedUpdate` is similar to `WaitForFixedUpdate`, `PlayerLoopTiming.LastPostLateUpdate` is similar to `WaitForEndOfFrame` in coroutine.
> `await UniTask.WaitForEndOfFrame()` is not equilavelnt to coroutine's `yield return new WaitForEndOfFrame()`. Coroutine's WaitForEndOfFrame seems to run after the PlayerLoop is done. Some methods that require coroutine's end of frame(`ScreenCapture.CaptureScreenshotAsTexture`, `CommandBuffer`, etc) does not work correctly when replace to async/await. In that case, use a coroutine. > `await UniTask.WaitForEndOfFrame()` is not equivalent to coroutine's `yield return new WaitForEndOfFrame()`. Coroutine's WaitForEndOfFrame seems to run after the PlayerLoop is done. Some methods that require coroutine's end of frame(`ScreenCapture.CaptureScreenshotAsTexture`, `CommandBuffer`, etc) do not work correctly when replaced with async/await. In these cases, use a coroutine instead.
`yield return null` and `UniTask.Yield` is similar but different. `yield return null` always return next frame but `UniTask.Yield` return next called, that is, call `UniTask.Yield(PlayerLoopTiming.Update)` on `PreUpdate`, it returns same frame. `UniTask.NextFrame()` gurantees return next frame, this would be expected to behave exactly the same as `yield return null`. `yield return null` and `UniTask.Yield` are similar but different. `yield return null` always returns next frame but `UniTask.Yield` returns next called. That is, call `UniTask.Yield(PlayerLoopTiming.Update)` on `PreUpdate`, it returns same frame. `UniTask.NextFrame()` guarantees return next frame, you can expect this to behave exactly the same as `yield return null`.
> UniTask.Yield(without CancellationToken) is a special type, returns `YieldAwaitable` and run on YieldRunner. It is most lightweight and faster. > UniTask.Yield(without CancellationToken) is a special type, returns `YieldAwaitable` and run on YieldRunner. It is most lightweight and fastest.
AsyncOperation is returned from native timing. For example, await `SceneManager.LoadSceneAsync` is returned from `EarlyUpdate.UpdatePreloading` and after called, loaded scene's `Start` called from `EarlyUpdate.ScriptRunDelayedStartupFrame`. Also `await UnityWebRequest` is returned from `EarlyUpdate.ExecuteMainThreadJobs`. `AsyncOperation` is returned from native timing. For example, await `SceneManager.LoadSceneAsync` is returned from `EarlyUpdate.UpdatePreloading` and after being called, the loaded scene's `Start` is called from `EarlyUpdate.ScriptRunDelayedStartupFrame`. Also `await UnityWebRequest` is returned from `EarlyUpdate.ExecuteMainThreadJobs`.
In UniTask, await directly and `WithCancellation` use native timing, `ToUniTask` use specified timing. This is usually not a particular problem, but with `LoadSceneAsync`, causes different order of Start and continuation after await. so recommend not to use `LoadSceneAsync.ToUniTask`. In UniTask, await directly and `WithCancellation` use native timing, `ToUniTask` uses 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`.
In stacktrace, you can check where is running in playerloop. In the stacktrace, you can check where it is running in playerloop.
![image](https://user-images.githubusercontent.com/46207/83735571-83caea80-a68b-11ea-8d22-5e22864f0d24.png) ![image](https://user-images.githubusercontent.com/46207/83735571-83caea80-a68b-11ea-8d22-5e22864f0d24.png)
In default, UniTask's PlayerLoop is initialized at `[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]`. By default, UniTask's PlayerLoop is initialized at `[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]`.
The order in which methods are called in BeforeSceneLoad is indeterminate, so if you want to use UniTask in other BeforeSceneLoad methods, you should try to initialize it before this. The order in which methods are called in BeforeSceneLoad is nondeterministic, so if you want to use UniTask in other BeforeSceneLoad methods, you should try to initialize it before this.
```csharp ```csharp
// AfterAssembliesLoaded is called before BeforeSceneLoad // AfterAssembliesLoaded is called before BeforeSceneLoad
@ -386,9 +386,9 @@ public static void InitUniTaskLoop()
} }
``` ```
If you import Unity's `Entities` package, that reset custom player loop to default at `BeforeSceneLoad` and inject ECS's loop. When Unity call ECS's inject method after UniTask's initialize method, UniTask will no longer work. If you import Unity's `Entities` package, that resets the custom player loop to default at `BeforeSceneLoad` and injects ECS's loop. When Unity calls ECS's inject method after UniTask's initialize method, UniTask will no longer work.
To solve this issue, you can re-initialize UniTask PlayerLoop after ECS initialized. To solve this issue, you can re-initialize the UniTask PlayerLoop after ECS is initialized.
```csharp ```csharp
// Get ECS Loop. // Get ECS Loop.
@ -398,7 +398,7 @@ var playerLoop = ScriptBehaviourUpdateOrder.CurrentPlayerLoop;
PlayerLoopHelper.Initialize(ref playerLoop); PlayerLoopHelper.Initialize(ref playerLoop);
``` ```
You can diagnostic UniTask's player loop is ready by `PlayerLoopHelper.IsInjectedUniTaskPlayerLoop()`. And also `PlayerLoopHelper.DumpCurrentPlayerLoop` shows current all playerloop to console. You can diagnose whether UniTask's player loop is ready by calling `PlayerLoopHelper.IsInjectedUniTaskPlayerLoop()`. And also `PlayerLoopHelper.DumpCurrentPlayerLoop` logs all current playerloops to console.
```csharp ```csharp
void Start() void Start()
@ -410,7 +410,7 @@ void Start()
async void vs async UniTaskVoid async void vs async UniTaskVoid
--- ---
`async void` is a standard C# task system so does not run on UniTask systems. It is better not to use. `async UniTaskVoid` is a lightweight version of `async UniTask` because it does not have awaitable completion and report error immediately to `UniTaskScheduler.UnobservedTaskException`. If you don't require to await it(fire and forget), use `UniTaskVoid` is better. Unfortunately to dismiss warning, require to using with `Forget()`. `async void` is a standard C# task system so it does not run on UniTask systems. It is better not to use it. `async UniTaskVoid` is a lightweight version of `async UniTask` because it does not have awaitable completion and reports errors immediately to `UniTaskScheduler.UnobservedTaskException`. If you don't require awaiting (fire and forget), using `UniTaskVoid` is better. Unfortunately to dismiss warning, you're required to call `Forget()`.
```csharp ```csharp
public async UniTaskVoid FireAndForgetMethod() public async UniTaskVoid FireAndForgetMethod()
@ -425,7 +425,7 @@ public void Caller()
} }
``` ```
Also UniTask have `Forget` method, it is similar with UniTaskVoid and same effects with it. However still UniTaskVoid is more efficient if completely do not use await Also UniTask has the `Forget` method, it is similar to `UniTaskVoid` and has the same effects. However `UniTaskVoid` is more efficient if you completely don't use `await`
```csharp ```csharp
public async UniTask DoAsync() public async UniTask DoAsync()
@ -440,7 +440,7 @@ public void Caller()
} }
``` ```
Using async lambda in register event, it is used `async void`. To avoid it, you can use `UniTask.Action` or `UniTask.UnityAction` that creates delegate via `async UniTaskVoid` lambda. To use an async lambda registered to an event, don't use `async void`. Instead you can use `UniTask.Action` or `UniTask.UnityAction`, both of which create a delegate via `async UniTaskVoid` lambda.
```csharp ```csharp
Action actEvent; Action actEvent;
@ -455,7 +455,7 @@ actEvent += UniTask.Action(async () => { await UniTask.Yield(); });
unityEvent += UniTask.UnityAction(async () => { await UniTask.Yield(); }); unityEvent += UniTask.UnityAction(async () => { await UniTask.Yield(); });
``` ```
`UniTaskVoid` can also use in MonoBehaviour's `Start` method. `UniTaskVoid` can also be used in MonoBehaviour's `Start` method.
```csharp ```csharp
class Sample : MonoBehaviour class Sample : MonoBehaviour
@ -469,7 +469,7 @@ class Sample : MonoBehaviour
UniTaskTracker UniTaskTracker
--- ---
useful for check(leak) UniTasks. You can open tracker window in `Window -> UniTask Tracker`. useful for checking (leaked) UniTasks. You can open tracker window in `Window -> UniTask Tracker`.
![image](https://user-images.githubusercontent.com/46207/83527073-4434bf00-a522-11ea-86e9-3b3975b26266.png) ![image](https://user-images.githubusercontent.com/46207/83527073-4434bf00-a522-11ea-86e9-3b3975b26266.png)
@ -479,15 +479,15 @@ useful for check(leak) UniTasks. You can open tracker window in `Window -> UniTa
* Enable Tracking(Toggle) - Start to track async/await UniTask. Performance impact: low. * Enable Tracking(Toggle) - Start to track async/await UniTask. Performance impact: low.
* Enable StackTrace(Toggle) - Capture StackTrace when task is started. Performance impact: high. * Enable StackTrace(Toggle) - Capture StackTrace when task is started. Performance impact: high.
For debug use, enable tracking and capture stacktrace is useful but it it decline performance. Recommended usage is enable both to find task leak, and when done, finally disable both. UniTaskTracker is intended for debugging use only as enabling tracking and capturing stacktraces is useful but has a heavy performance impact. Recommended usage is to enable both tracking and stacktraces to find task leaks and to disable them both when done.
External Assets External Assets
--- ---
In default, UniTask supports TextMeshPro(`BindTo(TMP_Text)` and `TMP_InputField` event extensions like standard uGUI `InputField`), DOTween(`Tween` as awaitable) and Addressables(`AsyncOperationHandle` and `AsyncOpereationHandle<T>` as awaitable). By default, UniTask supports TextMeshPro(`BindTo(TMP_Text)` and `TMP_InputField` event extensions like standard uGUI `InputField`), DOTween(`Tween` as awaitable) and Addressables(`AsyncOperationHandle` and `AsyncOpereationHandle<T>` as awaitable).
There are defined in separated asmdef like `UniTask.TextMeshPro`, `UniTask.DOTween`, `UniTask.Addressables`. There are defined in separated asmdefs like `UniTask.TextMeshPro`, `UniTask.DOTween`, `UniTask.Addressables`.
TextMeshPro and Addressables support are automatically enabled when import there package from package manager. However DOTween support, require to `com.demigiant.dotween` import from [OpenUPM](https://openupm.com/packages/com.demigiant.dotween/) or define `UNITASK_DOTWEEN_SUPPORT` to enable it. TextMeshPro and Addressables support are automatically enabled when importing their packages from package manager. However for DOTween support, it is required to import `com.demigiant.dotween` from [OpenUPM](https://openupm.com/packages/com.demigiant.dotween/) or to define `UNITASK_DOTWEEN_SUPPORT` to enable it.
```csharp ```csharp
// sequential // sequential
@ -502,11 +502,11 @@ await UniTask.WhenAll(
transform.DOScale(10, 3).WithCancellation(ct)); transform.DOScale(10, 3).WithCancellation(ct));
``` ```
DOTween support's default behaviour(`await`, `WithCancellation`, `ToUniTask`) awaits tween is killed. It works both Complete(true/false) and Kill(true/false). But if you want to tween reuse(`SetAutoKill(false)`), it does not work you expected. Or, if you want to await for another timing, the following extension methods exist in Tween, `AwaitForComplete`, `AwaitForPause`, `AwaitForPlay`, `AwaitForRewind`, `AwaitForStepComplete`. DOTween support's default behaviour(`await`, `WithCancellation`, `ToUniTask`) awaits tween is killed. It works on both Complete(true/false) and Kill(true/false). But if you want to reuse tweens (`SetAutoKill(false)`), it does not work as expected. If you want to await for another timing, the following extension methods exist in Tween, `AwaitForComplete`, `AwaitForPause`, `AwaitForPlay`, `AwaitForRewind`, `AwaitForStepComplete`.
AsyncEnumerable and Async LINQ AsyncEnumerable and Async LINQ
--- ---
Unity 2020.2 supports C# 8.0 so you can use `await foreach`. This is the new Update notation in async era. Unity 2020.2 supports C# 8.0 so you can use `await foreach`. This is the new Update notation in the async era.
```csharp ```csharp
// Unity 2020.2, C# 8.0 // Unity 2020.2, C# 8.0
@ -534,7 +534,7 @@ await okButton.OnClickAsAsyncEnumerable().Where((x, i) => i % 2 == 0).ForEachAsy
}); });
``` ```
Fire and Forget style(for example, event handling), also you can use `Subscribe`. Fire and Forget style(for example, event handling), you can also use `Subscribe`.
```csharp ```csharp
okButton.OnClickAsAsyncEnumerable().Where((x, i) => i % 2 == 0).Subscribe(_ => okButton.OnClickAsAsyncEnumerable().Where((x, i) => i % 2 == 0).Subscribe(_ =>
@ -558,7 +558,7 @@ SelectAwaitWithCancellation(Func<T, CancellationToken, UniTask<TR>> selector)
If you want to use the `async` method inside the func, use the `***Await` or `***AwaitWithCancellation`. If you want to use the `async` method inside the func, use the `***Await` or `***AwaitWithCancellation`.
How to create async iterator, C# 8.0 supports async iterator(`async yield return`) but it only allows `IAsyncEnumerable<T>` and of course requires C# 8.0. UniTask supports `UniTaskAsyncEnumerable.Create` method to create custom async iterator. How to create an async iterator: C# 8.0 supports async iterator(`async yield return`) but it only allows `IAsyncEnumerable<T>` and of course requires C# 8.0. UniTask supports `UniTaskAsyncEnumerable.Create` method to create custom async iterator.
```csharp ```csharp
// IAsyncEnumerable, C# 8.0 version of async iterator. ( do not use this style, IAsyncEnumerable is not controled in UniTask). // IAsyncEnumerable, C# 8.0 version of async iterator. ( do not use this style, IAsyncEnumerable is not controled in UniTask).
@ -634,7 +634,7 @@ async UniTask TripleClick(CancellationToken token)
} }
``` ```
All MonoBehaviour message events can convert async-streams by `AsyncTriggers` that can enable by `using Cysharp.Threading.Tasks.Triggers;`. All MonoBehaviour message events can convert async-streams by `AsyncTriggers` that can be enabled by `using Cysharp.Threading.Tasks.Triggers;`.
```csharp ```csharp
using Cysharp.Threading.Tasks.Triggers; using Cysharp.Threading.Tasks.Triggers;
@ -650,7 +650,7 @@ async UniTaskVoid MonitorCollision()
} }
``` ```
Similar as uGUI event, AsyncTrigger can get by `GetAsync***Trigger` and trigger it self is UniTaskAsyncEnumerable. Similar to uGUI event, AsyncTrigger can be created using `GetAsync***Trigger` and triggers itself as UniTaskAsyncEnumerable.
```csharp ```csharp
// use await multiple times, get AsyncTriggerHandler is more efficient. // use await multiple times, get AsyncTriggerHandler is more efficient.
@ -667,7 +667,7 @@ await this.GetAsyncMoveTrigger().ForEachAsync(axisEventData =>
}); });
``` ```
`AsyncReactiveProperty`, `AsyncReadOnlyReactiveProperty` is UniTask version of UniTask's ReactiveProperty. `BindTo` extension method of `IUniTaskAsyncEnumerable<T>` for binding asynchronous stream values to Unity components(Text/Selectable/TMP/Text). `AsyncReactiveProperty`, `AsyncReadOnlyReactiveProperty` is UniTask's version of ReactiveProperty. `BindTo` extension method of `IUniTaskAsyncEnumerable<T>` for binding asynchronous stream values to Unity components(Text/Selectable/TMP/Text).
```csharp ```csharp
var rp = new AsyncReactiveProperty<int>(99); var rp = new AsyncReactiveProperty<int>(99);
@ -702,9 +702,9 @@ await button.OnClickAsAsyncEnumerable().ForEachAwaitAsync(async x =>
}); });
``` ```
It is useful(prevent double-click) but not useful in sometimes. It is useful (prevent double-click) but not useful sometimes.
Using `Queue()` method, which will also queue events during asynchronous processing. Using the `Queue()` method will also queue events during asynchronous processing.
```csharp ```csharp
// queued message in asynchronous processing // queued message in asynchronous processing
@ -725,13 +725,13 @@ button.OnClickAsAsyncEnumerable().Subscribe(async x =>
Channel Channel
--- ---
`Channel` is same as [System.Threading.Tasks.Channels](https://docs.microsoft.com/ja-jp/dotnet/api/system.threading.channels?view=netcore-3.1) that is similar as GoLang Channel. `Channel` is the same as [System.Threading.Tasks.Channels](https://docs.microsoft.com/ja-jp/dotnet/api/system.threading.channels?view=netcore-3.1) which is similar to a GoLang Channel.
Currently only supports multiple-producer, single-consumer unbounded channel. It can create by `Channel.CreateSingleConsumerUnbounded<T>()`. Currently it only supports multiple-producer, single-consumer unbounded channels. It can create by `Channel.CreateSingleConsumerUnbounded<T>()`.
For producer(`.Writer`), `TryWrite` to push value and `TryComplete` to complete channel. For consumer(`.Reader`), `TryRead`, `WaitToReadAsync`, `ReadAsync`, `Completion` and `ReadAllAsync` to read queued messages. For producer(`.Writer`), use `TryWrite` to push value and `TryComplete` to complete channel. For consumer(`.Reader`), use `TryRead`, `WaitToReadAsync`, `ReadAsync`, `Completion` and `ReadAllAsync` to read queued messages.
`ReadAllAsync` returns `IUniTaskAsyncEnumerable<T>` so query LINQ operators. Reader only allows single-consumer but use `.Publish()` query operator to enable multicast message. For example, make pub/sub utility. `ReadAllAsync` returns `IUniTaskAsyncEnumerable<T>` so query LINQ operators. Reader only allows single-consumer but uses `.Publish()` query operator to enable multicast message. For example, make pub/sub utility.
```csharp ```csharp
public class AsyncMessageBroker<T> : IDisposable public class AsyncMessageBroker<T> : IDisposable
@ -768,7 +768,7 @@ public class AsyncMessageBroker<T> : IDisposable
For Unit Testing For Unit Testing
--- ---
Unity's `[UnityTest]` attribute can test coroutine(IEnumerator) but can not test async. `UniTask.ToCoroutine` bridges async/await to coroutine so you can test async method. Unity's `[UnityTest]` attribute can test coroutine(IEnumerator) but can not test async. `UniTask.ToCoroutine` bridges async/await to coroutine so you can test async methods.
```csharp ```csharp
[UnityTest] [UnityTest]
@ -791,33 +791,33 @@ public IEnumerator DelayIgnore() => UniTask.ToCoroutine(async () =>
}); });
``` ```
UniTask itself's unit test is written by Unity Test Runner and [Cysharp/RuntimeUnitTestToolkit](https://github.com/Cysharp/RuntimeUnitTestToolkit) to check on CI and IL2CPP working. UniTask's own unit tests are written using Unity Test Runner and [Cysharp/RuntimeUnitTestToolkit](https://github.com/Cysharp/RuntimeUnitTestToolkit) to integrate with CI and check if IL2CPP is working.
ThreadPool limitation ThreadPool limitation
--- ---
Most UniTask methods run in a single thread (PlayerLoop), but only `UniTask.Run` and `UniTask.SwitchToThreadPool` run on a thread pool. If you use a thread pool, it won't work with WebGL and so on. Most UniTask methods run on a single thread (PlayerLoop), with only `UniTask.Run` and `UniTask.SwitchToThreadPool` running on a thread pool. If you use a thread pool, it won't work with WebGL and so on.
`UniTask.Run` will be deprecated in the future (marked with an Obsolete) and only `RunOnThreadPool` will be used. Also, if you use `UniTask.Run`, consider whether you can use `UniTask.Create` or `UniTask.Void`. `UniTask.Run` will be deprecated in the future (marked with an Obsolete) and only `RunOnThreadPool` will be used. If you use `UniTask.Run`, consider whether you can use `UniTask.Create` or `UniTask.Void`.
IEnumerator.ToUniTask limitation IEnumerator.ToUniTask limitation
--- ---
You can convert coroutine(IEnumerator) to UniTask(or await directly) but has some limitations. You can convert coroutine(IEnumerator) to UniTask(or await directly) but it has some limitations.
* `WaitForEndOfFrame`/`WaitForFixedUpdate`/`Coroutine` is not supported. * `WaitForEndOfFrame`/`WaitForFixedUpdate`/`Coroutine` is not supported.
* 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. * Consuming loop timing is not the same as `StartCoroutine`, it uses the specified `PlayerLoopTiming` and the default `PlayerLoopTiming.Update` is run before MonoBehaviour's `Update` and `StartCoroutine`'s loop.
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. If you want fully compatible conversion from coroutine to async, use the `IEnumerator.ToUniTask(MonoBehaviour coroutineRunner)` overload. It executes StartCoroutine on an instance of the argument MonoBehaviour and waits for it to complete in UniTask.
For UnityEditor For UnityEditor
--- ---
UniTask can run on Unity Edtitor like Editor Coroutine. However, there are some limitations. UniTask can run on Unity Editor like an Editor Coroutine. However, there are some limitations.
* Delay, DelayFrame is not work correctly because can not get deltaTime in editor. Return the result of the await immediately; you can use `DelayType.Realtime` to wait for the right time. * Delay, DelayFrame do not work correctly because they can not get deltaTime in editor. Return the result of the await immediately; you can use `DelayType.Realtime` to wait for the right time.
* All PlayerLoopTiming run on timing, `EditorApplication.update`. * All PlayerLoopTiming run on the timing `EditorApplication.update`.
Compare with Standard Task API Compare with Standard Task API
--- ---
UniTask has many standard Task-like APIs. This table shows what is the alternative apis. UniTask has many standard Task-like APIs. This table shows what the alternative apis are.
Use standard type. Use standard type.
@ -863,7 +863,7 @@ Use UniTask type.
Pooling Configuration Pooling Configuration
--- ---
UniTask is aggressively caching async promise object to achive zero allocation(technical details, see blog post [UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ](https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd)). In default, cache all promises but you can configure `TaskPool.SetMaxPoolSize` to your value, the value indicates cache size per type. `TaskPool.GetCacheSizeInfo` returns current cached object in pool. UniTask aggressively caches async promise objects to achieve zero allocation (for technical details, see blog post [UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ](https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd)). By default, it caches all promises but you can configure `TaskPool.SetMaxPoolSize` to your value, the value indicates cache size per type. `TaskPool.GetCacheSizeInfo` returns currently cached objects in pool.
```csharp ```csharp
foreach (var (type, size) in TaskPool.GetCacheSizeInfo()) foreach (var (type, size) in TaskPool.GetCacheSizeInfo())
@ -874,17 +874,17 @@ foreach (var (type, size) in TaskPool.GetCacheSizeInfo())
Allocation on Profiler Allocation on Profiler
--- ---
In UnityEditor profiler shows allocation of compiler generated AsyncStateMachine but it only occurs in debug(development) build. C# Compiler generate AsyncStateMachine as class on Debug build and as struct on Release build. In UnityEditor the profiler shows allocation of compiler generated AsyncStateMachine but it only occurs in debug(development) build. C# Compiler generates AsyncStateMachine as class on Debug build and as struct on Release build.
After Unity 2020.1 supports Code Optimization option on UnityEditor(right, footer). Unity supports Code Optimization option starting in 2020.1 (right, footer).
![](https://user-images.githubusercontent.com/46207/89967342-2f944600-dc8c-11ea-99fc-0b74527a16f6.png) ![](https://user-images.githubusercontent.com/46207/89967342-2f944600-dc8c-11ea-99fc-0b74527a16f6.png)
You can change C# compiler optimization to release, it removes AsyncStateMachine allocation. Andalso optimization option can set via `Compilation.CompilationPipeline-codeOptimization`, and `Compilation.CodeOptimization`. You can change C# compiler optimization to release to remove AsyncStateMachine allocation in development builds. This optimization option can also be set via `Compilation.CompilationPipeline-codeOptimization`, and `Compilation.CodeOptimization`.
UniTaskSynchronizationContext UniTaskSynchronizationContext
--- ---
Unity's default SynchronizationContext(`UnitySynchronizationContext`) is poor implementation for performance. UniTask itself is bypass `SynchronizationContext`(and `ExecutionContext`) so does not use it but if exists in `async Task`, still used it. `UniTaskSynchronizationContext` is replacement of `UnitySynchronizationContext`, it is better for performance. Unity's default SynchronizationContext(`UnitySynchronizationContext`) is a poor implementation for performance. UniTask bypasses `SynchronizationContext`(and `ExecutionContext`) so it does not use it but if exists in `async Task`, still used it. `UniTaskSynchronizationContext` is a replacement of `UnitySynchronizationContext` which is better for performance.
```csharp ```csharp
public class SyncContextInjecter public class SyncContextInjecter
@ -897,19 +897,19 @@ public class SyncContextInjecter
} }
``` ```
This is an optional choice and is not always recommended; `UniTaskSynchronizationContext` is less performance than `async UniTask` and is not a complete UniTask replacement. It also does not guarantee full behavioral compatibility with the `UnitySynchronizationContext`. This is an optional choice and is not always recommended; `UniTaskSynchronizationContext` is less performant than `async UniTask` and is not a complete UniTask replacement. It also does not guarantee full behavioral compatibility with the `UnitySynchronizationContext`.
API References API References
--- ---
UniTask's API References is hosted at [cysharp.github.io/UniTask](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.html) by [DocFX](https://dotnet.github.io/docfx/) and [Cysharp/DocfXTemplate](https://github.com/Cysharp/DocfxTemplate). UniTask's API References are hosted at [cysharp.github.io/UniTask](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.html) by [DocFX](https://dotnet.github.io/docfx/) and [Cysharp/DocfXTemplate](https://github.com/Cysharp/DocfxTemplate).
For example, UniTask's factory methods can see at [UniTask#methods](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.UniTask.html#methods-1). UniTaskAsyncEnumerable's factory/extension methods can see at [UniTaskAsyncEnumerable#methods](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.Linq.UniTaskAsyncEnumerable.html#methods-1). For example, UniTask's factory methods can be seen at [UniTask#methods](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.UniTask.html#methods-1). UniTaskAsyncEnumerable's factory/extension methods can be seen at [UniTaskAsyncEnumerable#methods](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.Linq.UniTaskAsyncEnumerable.html#methods-1).
UPM Package UPM Package
--- ---
### Install via git URL ### Install via git URL
After Unity 2019.3.4f1, Unity 2020.1a21, that support path query parameter of git package. You can add `https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask` to Package Manager Requires a version of unity that supports path query parameter for git packages (Unity >= 2019.3.4f1, Unity >= 2020.1a21). You can add `https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask` to Package Manager
![image](https://user-images.githubusercontent.com/46207/79450714-3aadd100-8020-11ea-8aae-b8d87fc4d7be.png) ![image](https://user-images.githubusercontent.com/46207/79450714-3aadd100-8020-11ea-8aae-b8d87fc4d7be.png)
@ -917,7 +917,7 @@ After Unity 2019.3.4f1, Unity 2020.1a21, that support path query parameter of gi
or add `"com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask"` to `Packages/manifest.json`. or add `"com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask"` to `Packages/manifest.json`.
If you want to set a target version, UniTask is using `*.*.*` release tag so you can specify a version like `#2.1.0`. For example `https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask#2.1.0`. If you want to set a target version, UniTask uses the `*.*.*` release tag so you can specify a version like `#2.1.0`. For example `https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask#2.1.0`.
### Install via OpenUPM ### Install via OpenUPM
@ -933,11 +933,11 @@ For .NET Core, use NuGet.
> PM> Install-Package [UniTask](https://www.nuget.org/packages/UniTask) > PM> Install-Package [UniTask](https://www.nuget.org/packages/UniTask)
UniTask of .NET Core version is a subset of Unity UniTask, removed PlayerLoop dependent methods. UniTask of .NET Core version is a subset of Unity UniTask with PlayerLoop dependent methods removed.
It runs at higher performance than the standard Task/ValueTask, but you should be careful to ignore the ExecutionContext/SynchronizationContext when using it. `AysncLocal` also does not work because it ignores ExecutionContext. It runs at higher performance than the standard Task/ValueTask, but you should be careful to ignore the ExecutionContext/SynchronizationContext when using it. `AysncLocal` also does not work because it ignores ExecutionContext.
If you use UniTask internally, but provide ValueTask as an external API, you can write like the following(Inspired by [PooledAwait](https://github.com/mgravell/PooledAwait)). If you use UniTask internally, but provide ValueTask as an external API, you can write it like the following(Inspired by [PooledAwait](https://github.com/mgravell/PooledAwait)).
```csharp ```csharp
public class ZeroAllocAsyncAwaitInDotNetCore public class ZeroAllocAsyncAwaitInDotNetCore
@ -970,7 +970,7 @@ public ValueTask TestAsync()
.NET Core version is intended to allow users to use UniTask as an interface when sharing code with Unity (such as [Cysharp/MagicOnion](https://github.com/Cysharp/MagicOnion/)). .NET Core version of UniTask enables smooth code sharing. .NET Core version is intended to allow users to use UniTask as an interface when sharing code with Unity (such as [Cysharp/MagicOnion](https://github.com/Cysharp/MagicOnion/)). .NET Core version of UniTask enables smooth code sharing.
Utility methods such as WhenAll which is equivalent to UniTask are provided as [Cysharp/ValueTaskSupplement](https://github.com/Cysharp/ValueTaskSupplement). Utility methods such as WhenAll which are equivalent to UniTask are provided as [Cysharp/ValueTaskSupplement](https://github.com/Cysharp/ValueTaskSupplement).
License License
--- ---