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768fd16e60
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@ -947,9 +947,9 @@ UniTask's own unit tests are written using Unity Test Runner and [Cysharp/Runtim
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ThreadPool limitation
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ThreadPool limitation
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Most UniTask methods run on a single thread (PlayerLoop), with only `UniTask.Run` and `UniTask.SwitchToThreadPool` running on a thread pool. If you use a thread pool, it won't work with WebGL and so on.
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Most UniTask methods run on a single thread (PlayerLoop), with only `UniTask.Run`(`Task.Run` equivalent) and `UniTask.SwitchToThreadPool` running on a thread pool. If you use a thread pool, it won't work with WebGL and so on.
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`UniTask.Run` will be deprecated in the future (marked with an Obsolete) and only `RunOnThreadPool` will be used. If you use `UniTask.Run`, consider whether you can use `UniTask.Create` or `UniTask.Void`.
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`UniTask.Run` is now deprecated. You can use `UniTask.RunOnThreadPool` instead. And also consider whether you can use `UniTask.Create` or `UniTask.Void`.
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IEnumerator.ToUniTask limitation
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IEnumerator.ToUniTask limitation
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@ -1004,7 +1004,7 @@ Use UniTask type.
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| `IAsyncDisposable` | `IUniTaskAsyncDisposable` |
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| `IAsyncDisposable` | `IUniTaskAsyncDisposable` |
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| `Task.Delay` | `UniTask.Delay` |
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| `Task.Delay` | `UniTask.Delay` |
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| `Task.Yield` | `UniTask.Yield` |
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| `Task.Yield` | `UniTask.Yield` |
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| `Task.Run` | `UniTask.Run` |
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| `Task.Run` | `UniTask.RunOnThreadPool` |
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| `Task.WhenAll` | `UniTask.WhenAll` |
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| `Task.WhenAll` | `UniTask.WhenAll` |
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| `Task.WhenAny` | `UniTask.WhenAny` |
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| `Task.WhenAny` | `UniTask.WhenAny` |
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| `Task.CompletedTask` | `UniTask.CompletedTask` |
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| `Task.CompletedTask` | `UniTask.CompletedTask` |
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