From b3b16a3b432262be12db7f1ba5123f9f4836353d Mon Sep 17 00:00:00 2001 From: Jesse Talavera-Greenberg Date: Tue, 20 Oct 2020 15:50:51 -0400 Subject: [PATCH] Fix tense in the list in the intro --- README.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index 055d55c..30e4cb1 100644 --- a/README.md +++ b/README.md @@ -5,9 +5,9 @@ UniTask UniTask provides memory-efficient `async`/`await` integration for Unity that closely mimics C#'s standard [Task-based asynchronous pattern (TAP)](https://docs.microsoft.com/en-us/dotnet/standard/asynchronous-programming-patterns/task-based-asynchronous-pattern-tap). Features include: * Minimal memory allocations, thanks to a `struct`-based [`UniTask`](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.UniTask-1.html) and a custom variant of [`AsyncTaskMethodBuilder`](https://docs.microsoft.com/en-us/dotnet/api/system.runtime.compilerservices.asynctaskmethodbuilder). -* All Unity-provided [`AsyncOperation`s](https://docs.unity3d.com/ScriptReference/AsyncOperation.html) and [coroutines](https://docs.unity3d.com/Manual/Coroutines.html) can be `await`ed, plus a few other operations. -* Common [`PlayerLoop`](https://docs.unity3d.com/Documentation/ScriptReference/LowLevel.PlayerLoop.html)-based `UniTask`s are provided to replace equivalent coroutine operations (e.g. [`UniTask.Delay`](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.UniTask.html#Cysharp_Threading_Tasks_UniTask_Delay_System_Int32_Cysharp_Threading_Tasks_DelayType_Cysharp_Threading_Tasks_PlayerLoopTiming_System_Threading_CancellationToken_) instead of [`WaitForSeconds`](https://docs.unity3d.com/ScriptReference/WaitForSeconds.html)). -* [`MonoBehaviour`](https://docs.unity3d.com/Manual/class-MonoBehaviour.html) messages and [Unity UI events](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/EventSystem.html) can be `await`ed as [asynchronous enumerables](#asyncenumerable-and-async-linq). +* `await` support for all Unity-provided [`AsyncOperation`s](https://docs.unity3d.com/ScriptReference/AsyncOperation) and [coroutines](https://docs.unity3d.com/Manual/Coroutines). +* [`PlayerLoop`](https://docs.unity3d.com/Documentation/ScriptReference/LowLevel.PlayerLoop)-based `UniTask`s for common coroutine operations (e.g. [`UniTask.Delay`](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.UniTask.html#Cysharp_Threading_Tasks_UniTask_Delay_System_Int32_Cysharp_Threading_Tasks_DelayType_Cysharp_Threading_Tasks_PlayerLoopTiming_System_Threading_CancellationToken_) instead of [`WaitForSeconds`](https://docs.unity3d.com/ScriptReference/WaitForSeconds)). +* [`MonoBehaviour`](https://docs.unity3d.com/Manual/class-MonoBehaviour) messages and [Unity UI events](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/EventSystem.html) can be `await`ed as [asynchronous enumerables](#asyncenumerable-and-async-linq). * Completely runs on Unity's [`PlayerLoop`](https://docs.unity3d.com/Documentation/ScriptReference/LowLevel.PlayerLoop.html), which means it works on WebGL. * Asynchronous LINQ-like operations that can be used with [`AsyncReactiveProperty`s](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.AsyncReactiveProperty-1.html) or an optimized [`Channel`](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.Channel.html) implementation. * An in-editor `TaskTracker` window to help you track UniTask's memory use.