Merge remote-tracking branch 'origin/master'
commit
d5455f3716
|
@ -42,13 +42,6 @@ jobs:
|
||||||
steps:
|
steps:
|
||||||
- run: apt update && apt install git -y
|
- run: apt update && apt install git -y
|
||||||
- uses: actions/checkout@v2
|
- uses: actions/checkout@v2
|
||||||
# create unity activation file and store to artifacts.
|
|
||||||
- run: /opt/Unity/Editor/Unity -quit -batchmode -nographics -logFile -createManualActivationFile || exit 0
|
|
||||||
- uses: actions/upload-artifact@v1
|
|
||||||
with:
|
|
||||||
name: Unity_v${{ matrix.unity }}.alf
|
|
||||||
path: ./Unity_v${{ matrix.unity }}.alf
|
|
||||||
# activate Unity from manual license file(ulf)
|
|
||||||
- run: echo -n "$UNITY_LICENSE" >> .Unity.ulf
|
- run: echo -n "$UNITY_LICENSE" >> .Unity.ulf
|
||||||
env:
|
env:
|
||||||
UNITY_LICENSE: ${{ secrets[matrix.license] }}
|
UNITY_LICENSE: ${{ secrets[matrix.license] }}
|
||||||
|
|
18
README.md
18
README.md
|
@ -34,6 +34,7 @@ Techinical details, see blog post: [UniTask v2 — Zero Allocation async/await f
|
||||||
- [For Unit Testing](#for-unit-testing)
|
- [For Unit Testing](#for-unit-testing)
|
||||||
- [Compare with Standard Task API](#compare-with-standard-task-api)
|
- [Compare with Standard Task API](#compare-with-standard-task-api)
|
||||||
- [Pooling Configuration](#pooling-configuration)
|
- [Pooling Configuration](#pooling-configuration)
|
||||||
|
- [Allocation on Profiler](#allocation-on-profiler)
|
||||||
- [UniTaskSynchronizationContext](#unitasksynchronizationcontext)
|
- [UniTaskSynchronizationContext](#unitasksynchronizationcontext)
|
||||||
- [API References](#api-references)
|
- [API References](#api-references)
|
||||||
- [UPM Package](#upm-package)
|
- [UPM Package](#upm-package)
|
||||||
|
@ -151,12 +152,12 @@ UniTask provides three pattern of extension methods.
|
||||||
|
|
||||||
> 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. 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.
|
||||||
|
|
||||||
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 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.
|
||||||
|
|
||||||
```csharp
|
```csharp
|
||||||
public class SceneAssets
|
public async UniTaskVoid LoadManyAsync()
|
||||||
{
|
|
||||||
public SceneAssets()
|
|
||||||
{
|
{
|
||||||
// parallel load.
|
// parallel load.
|
||||||
var (a, b, c) = await UniTask.WhenAll(
|
var (a, b, c) = await UniTask.WhenAll(
|
||||||
|
@ -170,7 +171,6 @@ public class SceneAssets
|
||||||
var resource = await Resources.LoadAsync<Sprite>(path);
|
var resource = await Resources.LoadAsync<Sprite>(path);
|
||||||
return (resource as Sprite);
|
return (resource as Sprite);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
```
|
```
|
||||||
|
|
||||||
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 callback to UniTask, you can use `UniTaskCompletionSource<T>` that is the lightweight edition of `TaskCompletionSource<T>`.
|
||||||
|
@ -835,7 +835,15 @@ foreach (var (type, size) in TaskPool.GetCacheSizeInfo())
|
||||||
}
|
}
|
||||||
```
|
```
|
||||||
|
|
||||||
> 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.
|
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.
|
||||||
|
|
||||||
|
After Unity 2020.1 supports Code Optimization option on UnityEditor(right, footer).
|
||||||
|
|
||||||
|
![](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`.
|
||||||
|
|
||||||
UniTaskSynchronizationContext
|
UniTaskSynchronizationContext
|
||||||
---
|
---
|
||||||
|
|
Loading…
Reference in New Issue