fix in UnityEditor performance issue
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6dfb969015
commit
f60d2c51fb
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@ -0,0 +1,28 @@
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#if UNITY_EDITOR
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using Cysharp.Threading.Tasks;
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using System;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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public static class EditorRunnerChecker
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{
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[MenuItem("Tools/UniTaskEditorRunnerChecker")]
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public static void RunUniTaskAsync()
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{
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RunCore().Forget();
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}
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static async UniTaskVoid RunCore()
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{
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Debug.Log("Start, Wait 5 seconds. deltaTime?" + Time.deltaTime);
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await UniTask.Delay(TimeSpan.FromSeconds(5));
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Debug.Log("End, Wait 5 seconds. deltaTime?" + Time.deltaTime);
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}
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}
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#endif
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e51b78c06cb410f42b36e0af9de3b065
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -200,27 +200,45 @@ namespace Cysharp.Threading.Tasks
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#if UNITY_EDITOR
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[InitializeOnLoadMethod]
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static void InitOnEditor()
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{
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//Execute the play mode init method
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// Execute the play mode init method
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Init();
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//register an Editor update delegate, used to forcing playerLoop update
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// register an Editor update delegate, used to forcing playerLoop update
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EditorApplication.update += ForceEditorPlayerLoopUpdate;
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}
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static double beforeCalledTime;
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private static void ForceEditorPlayerLoopUpdate()
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{
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if (EditorApplication.isPlayingOrWillChangePlaymode || EditorApplication.isCompiling ||
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EditorApplication.isUpdating)
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if (EditorApplication.isPlayingOrWillChangePlaymode || EditorApplication.isCompiling || EditorApplication.isUpdating)
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{
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// Not in Edit mode, don't interfere
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return;
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}
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//force unity to update PlayerLoop callbacks
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EditorApplication.QueuePlayerLoopUpdate();
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// EditorApplication.QueuePlayerLoopUpdate causes performance issue, don't call directly.
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// EditorApplication.QueuePlayerLoopUpdate();
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if (yielders != null)
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{
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foreach (var item in yielders)
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{
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if (item != null) item.Run();
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}
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}
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if (runners != null)
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{
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foreach (var item in runners)
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{
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if (item != null) item.Run();
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}
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}
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}
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#endif
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