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Apkd.UnityAsync

Async/Await library for Unity, based on muckSponge/UnityAsync.

Usage

using UnityEngine;
using Apkd;

sealed class Test : MonoBehaviour
{
    async void AsyncDelayExample()
    {
        Debug.Log(Time.time); // 0.01

        // resumes execution after 5 seconds
        await this.AsyncDelay(5);

        Debug.Log(Time.time); // 5.01
    }

    void Start() => AsyncUpdatesExample();
}

The awaitable operations are implemented as extension methods to UnityEngine.Object. This captures the reference to the current class instance (this) and ensures that the asynchronous method will stop executing when the object is destroyed.

Available methods:

this.AsyncDelay(float seconds);
this.AsyncDelayUnscaled(float seconds);
this.AsyncNextUpdate();
this.AsyncUpdates(int count);
this.AsyncUpdatesFixed(int count);
this.AsyncUpdatesLate(int count);
this.AsyncUntil(Func<bool> condition);
this.AsyncWhile(Func<bool> condition);

More examples

using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
using Apkd;

sealed class Examples : MonoBehaviour
{
    async void AsyncUpdatesExample()
    {
        Debug.Log(Time.frameCount); // 1
        await this.AsyncNextUpdate();
        Debug.Log(Time.frameCount); // 2
    }

    async void AsyncDelayExample()
    {
        Debug.Log(Time.time); // 0.01

        await this.AsyncDelay(5); // resumes execution after 5 seconds
        Debug.Log(Time.time); // 5.01

        await this.AsyncDelayUnscaled(5); // resumes execution after 5 seconds (unscaled time)
        Debug.Log(Time.time); // 10.01
    }

    async void AsyncWhileExample()
    {
        await this.AsyncWhile(() => isActiveAndEnabled); // waits for the condition to become false
        Debug.Log("The component is no longer active");

        await this.AsyncUntil(() => isActiveAndEnabled); // waits for the condition to become true
        Debug.Log("The component has been reactivated");
    }

    async void AsyncContextSwitchingExample()
    {
        Debug.Log($"id={Thread.CurrentThread.ManagedThreadId} pool={Thread.CurrentThread.IsThreadPoolThread}"); // 1 false

        await UnityAsync.BackgroundSyncContext; // switches to a a background context (thread pool)
        Debug.Log($"id={Thread.CurrentThread.ManagedThreadId} pool={Thread.CurrentThread.IsThreadPoolThread}"); // 70 true

        await UnityAsync.UnitySyncContext; // switches back to the unity context
        Debug.Log($"id={Thread.CurrentThread.ManagedThreadId} pool={Thread.CurrentThread.IsThreadPoolThread}"); // 1 false
    }

    static void AsyncInStaticMethodExample()
    {
        // this will bind the awaiter to the AsyncManager singleton instance
        // (no "this" reference available here)
        await UnityAsync.Static.AsyncDelay(5);
    }

    async Task<string> TaskWithResultExample()
    {
        await this.AsyncDelay(1f);
        return "Some result";
    }

    async void Start()
    {
        // the four methods below will run concurrently
        AsyncUpdatesExample();
        AsyncDelayExample();
        AsyncWhileExample();
        AsyncContextSwitchingExample();

        // the call below will be awaited
        string someResult = await TaskWithResultExample();
    }
}

Installation

Unity Package Manager (Unity 2018.3+)

Add a reference to the repository in the Packages\manifest.json file in your project directory:

{
  "dependencies": {
    "com.unity.postprocessing": "2.1.3",
    "pl.apkd.unityasync": "https://github.com/apkd/Apkd.UnityAsync.git"
  }
}

Manual

From source (Unity 2018.3+)

Clone/download this repository into the Assets directory of your project.

Using compiled DLL (Unity 2017.1+)

Download and extract the latest release zip into the Assets directory of your project.

About

High performance, allocation-free async/await library for Unity.

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License

Apache-2.0, Unknown licenses found

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Apache-2.0
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LICENSE.meta

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