ECS?
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README.md
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README.md
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UniTask
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===
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[![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)
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Provides an efficient async/await integration to Unity.
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<!-- START doctoc generated TOC please keep comment here to allow auto update -->
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<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
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## Table of Contents
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->
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UniTask
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===
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[![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)
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Provides an efficient async/await integration to Unity.
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Getting started
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---
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@ -372,6 +373,23 @@ or add `"com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=Asse
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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`.
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ECS, PlayerLoop
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---
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TODO:
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```csharp
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// Setup Entities Loop.
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var loop = PlayerLoop.GetDefaultPlayerLoop();
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foreach (var world in Unity.Entities.World.All)
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{
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ScriptBehaviourUpdateOrder.UpdatePlayerLoop(world, loop);
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loop = PlayerLoop.GetCurrentPlayerLoop();
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}
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// UniTask PlayerLoop Initialize.
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PlayerLoopHelper.Initialize(ref loop);
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```
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License
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---
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This library is under the MIT License.
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