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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)
Provides an efficient async/await integration to Unity.
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## Table of Contents ## Table of Contents
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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)
Provides an efficient async/await integration to Unity.
Getting started Getting started
--- ---
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If you want to set a target version, UniTask is using `*.*.*` release tag so you can specify a version like `#1.3.0`. For example `https://github.com/Cysharp/UniTask.git?path=Assets/UniRx.Async#1.3.1`. If you want to set a target version, UniTask is using `*.*.*` release tag so you can specify a version like `#1.3.0`. For example `https://github.com/Cysharp/UniTask.git?path=Assets/UniRx.Async#1.3.1`.
ECS, PlayerLoop
---
TODO:
```csharp
// Setup Entities Loop.
var loop = PlayerLoop.GetDefaultPlayerLoop();
foreach (var world in Unity.Entities.World.All)
{
ScriptBehaviourUpdateOrder.UpdatePlayerLoop(world, loop);
loop = PlayerLoop.GetCurrentPlayerLoop();
}
// UniTask PlayerLoop Initialize.
PlayerLoopHelper.Initialize(ref loop);
```
License License
--- ---
This library is under the MIT License. This library is under the MIT License.