Update README.md

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Yoshifumi Kawai 2020-09-23 17:16:09 +09:00 committed by GitHub
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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. You can convert coroutine(IEnumerator) to UniTask(or await directly) but has some limitations.
* `WaitForEndOfFrame`/`WaitForFixedUpdate` is not supported, used `yield return null` instead. * `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 same as StartCoroutine, it is used specified PlayerLoopTiming, and default's `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.
For UnityEditor For UnityEditor
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UniTask can run on Unity Edtitor like Editor Coroutine. However, there are some limitations. UniTask can run on Unity Edtitor like Editor Coroutine. However, there are some limitations.