873 lines
34 KiB
Markdown
873 lines
34 KiB
Markdown
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 allocation free async/await integration to Unity.
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* Struct based `UniTask<T>` and custom AsyncMethodBuilder to achive zero allocation
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* All Unity AsyncOperations and Coroutine to awaitable
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* PlayerLoop based task(`UniTask.Yield`, `UniTask.Delay`, `UniTask.DelayFrame`, etc..) that enable to replace all coroutine operation
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* MonoBehaviour Message Events and uGUI Events as awaitable/async-enumerable
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* Completely run on Unity's PlayerLoop so don't use thread and run on WebGL, wasm, etc.
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* Asynchronous LINQ, with Channel and AsyncReactiveProperty
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* TaskTracker window to prevent memory leak
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* Highly compatible behaviour with Task/ValueTask/IValueTaskSource
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Techinical details, see blog post: [UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ
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](https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd)
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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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- [Getting started](#getting-started)
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- [Basics of UniTask and AsyncOperation](#basics-of-unitask-and-asyncoperation)
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- [Cancellation and Exception handling](#cancellation-and-exception-handling)
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- [Progress](#progress)
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- [PlayerLoop](#playerloop)
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- [async void vs async UniTaskVoid](#async-void-vs-async-unitaskvoid)
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- [UniTaskTracker](#unitasktracker)
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- [External Assets](#external-assets)
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- [AsyncEnumerable and Async LINQ](#asyncenumerable-and-async-linq)
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- [Awaitable Events](#awaitable-events)
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- [Channel](#channel)
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- [For Unit Testing](#for-unit-testing)
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- [Compare with Standard Task API](#compare-with-standard-task-api)
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- [Pooling Configuration](#pooling-configuration)
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- [API References](#api-references)
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- [UPM Package](#upm-package)
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- [Install via git URL](#install-via-git-url)
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- [Install via OpenUPM](#install-via-openupm)
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- [.NET Core](#net-core)
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- [License](#license)
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->
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Getting started
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---
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Install via [UPM package](#upm-package) or asset package(`UniTask.*.*.*.unitypackage`) available in [UniTask/releases](https://github.com/Cysharp/UniTask/releases) page.
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```csharp
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// extension awaiter/methods can be used by this namespace
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using Cysharp.Threading.Tasks;
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// You can return type as struct UniTask<T>(or UniTask), it is unity specialized lightweight alternative of Task<T>
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// zero allocation and fast excution for zero overhead async/await integrate with Unity
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async UniTask<string> DemoAsync()
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{
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// You can await Unity's AsyncObject
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var asset = await Resources.LoadAsync<TextAsset>("foo");
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var txt = (await UnityWebRequest.Get("https://...").SendWebRequest()).downloadHandler.text;
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await SceneManager.LoadSceneAsync("scene2");
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// .WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject
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var asset2 = await Resources.LoadAsync<TextAsset>("bar").WithCancellation(this.GetCancellationTokenOnDestroy());
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// .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress<T>
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var asset3 = await Resources.LoadAsync<TextAsset>("baz").ToUniTask(Progress.Create<float>(x => Debug.Log(x)));
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// await frame-based operation like coroutine
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await UniTask.DelayFrame(100);
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// replacement of yield return new WaitForSeconds/WaitForSecondsRealtime
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await UniTask.Delay(TimeSpan.FromSeconds(10), ignoreTimeScale: false);
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// yield any playerloop timing(PreUpdate, Update, LateUpdate, etc...)
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await UniTask.Yield(PlayerLoopTiming.PreLateUpdate);
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// replacement of yield return null
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await UniTask.Yield();
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await UniTask.NextFrame();
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// replacement of WaitForEndOfFrame(same as UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate))
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await UniTask.WaitForEndOfFrame();
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// replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate))
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await UniTask.WaitForFixedUpdate();
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// replacement of yield return WaitUntil
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await UniTask.WaitUntil(() => isActive == false);
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// special helper of WaitUntil
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await UniTask.WaitUntilValueChanged(this, x => x.isActive);
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// You can await IEnumerator coroutine
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await FooCoroutineEnumerator();
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// You can await standard task
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await Task.Run(() => 100);
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// Multithreading, run on ThreadPool under this code
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await UniTask.SwitchToThreadPool();
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/* work on ThreadPool */
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// return to MainThread(same as `ObserveOnMainThread` in UniRx)
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await UniTask.SwitchToMainThread();
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// get async webrequest
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async UniTask<string> GetTextAsync(UnityWebRequest req)
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{
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var op = await req.SendWebRequest();
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return op.downloadHandler.text;
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}
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var task1 = GetTextAsync(UnityWebRequest.Get("http://google.com"));
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var task2 = GetTextAsync(UnityWebRequest.Get("http://bing.com"));
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var task3 = GetTextAsync(UnityWebRequest.Get("http://yahoo.com"));
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// concurrent async-wait and get result easily by tuple syntax
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var (google, bing, yahoo) = await UniTask.WhenAll(task1, task2, task3);
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// shorthand of WhenAll, tuple can await directly
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var (google2, bing2, yahoo2) = await (task1, task2, task3);
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// You can handle timeout easily
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await GetTextAsync(UnityWebRequest.Get("http://unity.com")).Timeout(TimeSpan.FromMilliseconds(300));
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// return async-value.(or you can use `UniTask`(no result), `UniTaskVoid`(fire and forget)).
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return (asset as TextAsset)?.text ?? throw new InvalidOperationException("Asset not found");
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}
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```
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Basics of UniTask and AsyncOperation
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---
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UniTask feature rely on C# 7.0([task-like custom async method builder feature](https://github.com/dotnet/roslyn/blob/master/docs/features/task-types.md)) so required Unity version is after `Unity 2018.3`, officialy lower support version is `Unity 2018.4.13f1`.
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Why UniTask(custom task-like object) is required? Because Task is too heavy, not matched to Unity threading(single-thread). UniTask does not use thread and SynchronizationContext/ExecutionContext because almost Unity's asynchronous object is automaticaly dispatched by Unity's engine layer. It acquires more fast and more less allocation, completely integrated with Unity.
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You can await `AsyncOperation`, `ResourceRequest`, `AssetBundleRequest`, `AssetBundleCreateRequest`, `UnityWebRequestAsyncOperation`, `IEnumerator` and others when `using Cysharp.Threading.Tasks;`.
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UniTask provides three pattern of extension methods.
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```csharp
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* await asyncOperation;
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* .WithCancellation(CancellationToken);
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* .ToUniTask(IProgress, PlayerLoopTiming, CancellationToken);
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```
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`WithCancellation` is a simple version of `ToUniTask`, both returns `UniTask`. Details of cancellation, see: [Cancellation and Exception handling](#cancellation-and-exception-handling) section.
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> Note: WithCancellation is returned from native timing of PlayerLoop but ToUniTask is returned from specified PlayerLoopTiming. Details of timing, see: [PlayerLoop](#playerloop) section.
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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.
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```csharp
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public class SceneAssets
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{
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public SceneAssets()
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{
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// parallel load.
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var (a, b, c) = await UniTask.WhenAll(
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LoadAsSprite("foo"),
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LoadAsSprite("bar"),
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LoadAsSprite("baz"));
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}
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async UniTask<Sprite> LoadAsSprite(string path)
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{
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var resource = await Resources.LoadAsync<Sprite>(path);
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return (resource as Sprite);
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}
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}
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```
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If you want to convert callback to UniTask, you can use `UniTaskCompletionSource<T>` that is the lightweight edition of `TaskCompletionSource<T>`.
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```csharp
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public UniTask<int> WrapByUniTaskCompletionSource()
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{
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var utcs = new UniTaskCompletionSource<int>();
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// when complete, call utcs.TrySetResult();
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// when failed, call utcs.TrySetException();
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// when cancel, call utcs.TrySetCanceled();
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return utcs.Task; //return UniTask<int>
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}
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```
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You can convert Task -> UniTask: `AsUniTask`, `UniTask` -> `UniTask<AsyncUnit>`: `AsAsyncUnitUniTask`, `UniTask<T>` -> `UniTask`: `AsUniTask`. `UniTask<T>` -> `UniTask`'s conversion cost is free.
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If you want to convert async to coroutine, you can use `.ToCoroutine()`, this is useful to use only allow coroutine system.
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UniTask can not await twice. This is a similar constraint to the [ValueTask/IValueTaskSource](https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.valuetask-1?view=netcore-3.1) introduced in .NET Standard 2.1.
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> The following operations should never be performed on a ValueTask<TResult> instance:
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>
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> * Awaiting the instance multiple times.
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> * Calling AsTask multiple times.
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> * Using .Result or .GetAwaiter().GetResult() when the operation hasn't yet completed, or using them multiple times.
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> * Using more than one of these techniques to consume the instance.
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>
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> If you do any of the above, the results are undefined.
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```csharp
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var task = UniTask.DelayFrame(10);
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await task;
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await task; // NG, throws Exception
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```
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Store to the class field, you can use `UniTask.Lazy` that gurantee call multipletimes. `.Preserve()` allows for multiple calls (internally cached results). This is useful when multiple calls in a function scope.
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Cancellation and Exception handling
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---
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Some UniTask factory methods have `CancellationToken cancellationToken = default` parameter. Andalso some async operation for unity have `WithCancellation(CancellationToken)` and `ToUniTask(..., CancellationToken cancellation = default)` extension methods.
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You can pass `CancellationToken` to parameter by standard [`CancellationTokenSource`](https://docs.microsoft.com/en-us/dotnet/api/system.threading.cancellationtokensource).
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```csharp
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var cts = new CancellationTokenSource();
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cancelButton.onClick.AddListener(() =>
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{
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cts.Cancel();
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});
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await UnityWebRequest.Get("http://google.co.jp").SendWebRequest().WithCancellation(cts.Token);
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await UniTask.DelayFrame(1000, cancellationToken: cts.Token);
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```
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CancellationToken can create by `CancellationTokenSource` or MonoBehaviour's extension method `GetCancellationTokenOnDestroy`.
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```csharp
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// this CancellationToken lifecycle is same as GameObject.
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await UniTask.DelayFrame(1000, cancellationToken: this.GetCancellationTokenOnDestroy());
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```
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When detect cancellation, all methods throws `OperationCanceledException` and propagate to upstream. `OperationCanceledException` is special exception, if not handled this exception, finally it is propagated to `UniTaskScheduler.UnobservedTaskException`.
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Default behaviour of received unhandled exception is write log as exception. Log level can change by `UniTaskScheduler.UnobservedExceptionWriteLogType`. If you want to change custom beavhiour, set action to `UniTaskScheduler.UnobservedTaskException.`
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If you want to cancel behaviour in async UniTask method, throws `OperationCanceledException` manually.
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```csharp
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public async UniTask<int> FooAsync()
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{
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await UniTask.Yield();
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throw new OperationCanceledException();
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}
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```
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If you handle exception but want to ignore(propagete to global cancellation handling), use exception filter.
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```csharp
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public async UniTask<int> BarAsync()
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{
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try
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{
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var x = await FooAsync();
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return x * 2;
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}
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catch (Exception ex) when (!(ex is OperationCanceledException))
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{
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return -1;
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}
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}
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```
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throws/catch `OperationCanceledException` is slightly heavy, if you want to care performance, use `UniTask.SuppressCancellationThrow` to avoid OperationCanceledException throw. It returns `(bool IsCanceled, T Result)` instead of throw.
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```csharp
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var (isCanceled, _) = await UniTask.DelayFrame(10, cancellationToken: cts.Token).SuppressCancellationThrow();
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if (isCanceled)
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{
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// ...
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}
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```
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Note: Only suppress throws if you call it directly into the most source method. Otherwise, the return value will be converted, but the entire pipeline will not be suppressed throws.
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Progress
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---
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Some async operation for unity have `ToUniTask(IProgress<float> progress = null, ...)` extension methods.
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```csharp
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var progress = Progress.Create<float>(x => Debug.Log(x));
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var request = await UnityWebRequest.Get("http://google.co.jp")
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.SendWebRequest()
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.ToUniTask(progress: progress);
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```
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You should not use standard `new System.Progress<T>`, because it causes allocation every times. Use `Cysharp.Threading.Tasks.Progress` instead. This progress factory has two methods, `Create` and `CreateOnlyValueChanged`. `CreateOnlyValueChanged` calls only when progress value changed.
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Implements IProgress interface to caller is more better, there is no allocation of lambda.
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```csharp
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public class Foo : MonoBehaviour, IProgress<float>
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{
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public void Report(float value)
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{
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UnityEngine.Debug.Log(value);
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}
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public async UniTaskVoid WebRequest()
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{
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var request = await UnityWebRequest.Get("http://google.co.jp")
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.SendWebRequest()
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.ToUniTask(progress: this); // pass this
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}
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}
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```
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PlayerLoop
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---
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UniTask is run on custom [PlayerLoop](https://docs.unity3d.com/ScriptReference/LowLevel.PlayerLoop.html). UniTask's playerloop based method(such as `Delay`, `DelayFrame`, `asyncOperation.ToUniTask`, etc...) accepts this `PlayerLoopTiming`.
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```csharp
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public enum PlayerLoopTiming
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{
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Initialization = 0,
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LastInitialization = 1,
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EarlyUpdate = 2,
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LastEarlyUpdate = 3,
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FixedUpdate = 4,
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LastFixedUpdate = 5,
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PreUpdate = 6,
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LastPreUpdate = 7,
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Update = 8,
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LastUpdate = 9,
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PreLateUpdate = 10,
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LastPreLateUpdate = 11,
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PostLateUpdate = 12,
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LastPostLateUpdate = 13
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}
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```
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It indicates when to run, you can check [PlayerLoopList.md](https://gist.github.com/neuecc/bc3a1cfd4d74501ad057e49efcd7bdae) to Unity's default playerloop and injected UniTask's custom loop.
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`PlayerLoopTiming.Update` is similar as `yield return null` in coroutine, but it is called before Update(Update and uGUI events(button.onClick, etc...) are called on `ScriptRunBehaviourUpdate`, yield return null is called on `ScriptRunDelayedDynamicFrameRate`). `PlayerLoopTiming.FixedUpdate` is similar as `WaitForFixedUpdate`, `PlayerLoopTiming.LastPostLateUpdate` is similar as `WaitForEndOfFrame` in coroutine.
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`yield return null` and `UniTask.Yield` is similar but different. `yield return null` always return next frame but `UniTask.Yield` return next called, that is, call `UniTask.Yield(PlayerLoopTiming.Update)` on `PreUpdate`, it returns same frame. `UniTask.NextFrame()` gurantees return next frame, this would be expected to behave exactly the same as `yield return null`.
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> UniTask.Yield(without CancellationToken) is a special type, returns `YieldAwaitable` and run on YieldRunner. It is most lightweight and faster.
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AsyncOperation is returned from native timing. For example, await `SceneManager.LoadSceneAsync` is returned from `EarlyUpdate.UpdatePreloading` and after called, loaded scene's `Start` called from `EarlyUpdate.ScriptRunDelayedStartupFrame`. Also `await UnityWebRequest` is returned from `EarlyUpdate.ExecuteMainThreadJobs`.
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In UniTask, await directly and `WithCancellation` use native timing, `ToUniTask` use specified timing. This is usually not a particular problem, but with `LoadSceneAsync`, causes different order of Start and continuation after await. so recommend not to use `LoadSceneAsync.ToUniTask`.
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In stacktrace, you can check where is running in playerloop.
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![image](https://user-images.githubusercontent.com/46207/83735571-83caea80-a68b-11ea-8d22-5e22864f0d24.png)
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In default, UniTask's PlayerLoop is initialized at `[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]`.
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The order in which methods are called in BeforeSceneLoad is indeterminate, so if you want to use UniTask in other BeforeSceneLoad methods, you should try to initialize it before this.
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```csharp
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// AfterAssembliesLoaded is called before BeforeSceneLoad
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
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public static void InitUniTaskLoop()
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{
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var loop = PlayerLoop.GetCurrentPlayerLoop();
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Cysharp.Threading.Tasks.PlayerLoopHelper.Initialize(ref loop);
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}
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```
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If you import Unity's `Entities` package, that reset custom player loop to default at `BeforeSceneLoad` and inject ECS's loop. When Unity call ECS's inject method after UniTask's initialize method, UniTask will no longer work.
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To solve this issue, you can re-initialize UniTask PlayerLoop after ECS initialized.
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```csharp
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// Get ECS Loop.
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var playerLoop = ScriptBehaviourUpdateOrder.CurrentPlayerLoop;
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// Setup UniTask's PlayerLoop.
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PlayerLoopHelper.Initialize(ref playerLoop);
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```
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async void vs async UniTaskVoid
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---
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`async void` is a standard C# task system so does not run on UniTask systems. It is better not to use. `async UniTaskVoid` is a lightweight version of `async UniTask` because it does not have awaitable completion and report error immediately to `UniTaskScheduler.UnobservedTaskException`. If you don't require to await it(fire and forget), use `UniTaskVoid` is better. Unfortunately to dismiss warning, require to using with `Forget()`.
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```csharp
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public async UniTaskVoid FireAndForgetMethod()
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{
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// do anything...
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await UniTask.Yield();
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}
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public void Caller()
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{
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FireAndForgetMethod().Forget();
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}
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```
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Also UniTask have `Forget` method, it is similar with UniTaskVoid and same effects with it. However still UniTaskVoid is more efficient if completely do not use await。
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```csharp
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public async UniTask DoAsync()
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{
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// do anything...
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await UniTask.Yield();
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}
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public void Caller()
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{
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DoAsync().Forget();
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}
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```
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Using async lambda in register event, it is used `async void`. To avoid it, you can use `UniTask.Action` or `UniTask.UnityAction` that creates delegate via `async UniTaskVoid` lambda.
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```csharp
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Action actEvent;
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UnityAction unityEvent; // especially used in uGUI
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// Bad: async void
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actEvent += async () => { };
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unityEvent += async () => { };
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// Ok: create Action delegate by lambda
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actEvent += UniTask.Action(async () => { await UniTask.Yield(); });
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unityEvent += UniTask.UnityAction(async () => { await UniTask.Yield(); });
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```
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`UniTaskVoid` can also use in MonoBehaviour's `Start` method.
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```csharp
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class Sample : MonoBehaviour
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{
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async UniTaskVoid Start()
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{
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// async init code.
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}
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}
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```
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|
|
|
UniTaskTracker
|
|
---
|
|
useful for check(leak) UniTasks. You can open tracker window in `Window -> UniTask Tracker`.
|
|
|
|
![image](https://user-images.githubusercontent.com/46207/83527073-4434bf00-a522-11ea-86e9-3b3975b26266.png)
|
|
|
|
* Enable AutoReload(Toggle) - Reload automatically.
|
|
* Reload - Reload view.
|
|
* GC.Collect - Invoke GC.Collect.
|
|
* Enable Tracking(Toggle) - Start to track async/await UniTask. Performance impact: low.
|
|
* Enable StackTrace(Toggle) - Capture StackTrace when task is started. Performance impact: high.
|
|
|
|
For debug use, enable tracking and capture stacktrace is useful but it it decline performance. Recommended usage is enable both to find task leak, and when done, finally disable both.
|
|
|
|
External Assets
|
|
---
|
|
In default, UniTask supports TextMeshPro(`BindTo(TMP_Text)` and `TMP_InputField` event extensions like standard uGUI `InputField`), DOTween(`Tween` as awaitable) and Addressables(`AsyncOperationHandle` and `AsyncOpereationHandle<T>` as awaitable).
|
|
|
|
There are defined in separated asmdef like `UniTask.TextMeshPro`, `UniTask.DOTween`, `UniTask.Addressables`.
|
|
|
|
TextMeshPro and Addressables support are automatically enabled when import there package from package manager. However DOTween support, require to `com.demigiant.dotween` import from [OpenUPM](https://openupm.com/packages/com.demigiant.dotween/) or define `UNITASK_DOTWEEN_SUPPORT` to enable it.
|
|
|
|
```csharp
|
|
// sequential
|
|
await transform.DOMoveX(2, 10);
|
|
await transform.DOMoveZ(5, 20);
|
|
|
|
// parallel with cancellation
|
|
var ct = this.GetCancellationTokenOnDestroy();
|
|
|
|
await UniTask.WhenAll(
|
|
transform.DOMoveX(10, 3).WithCancellation(ct),
|
|
transform.DOScale(10, 3).WithCancellation(ct));
|
|
```
|
|
|
|
AsyncEnumerable and Async LINQ
|
|
---
|
|
Unity 2020.2.0a12 supports C# 8.0 so you can use `await foreach`. This is the new Update notation in async era.
|
|
|
|
```csharp
|
|
// Unity 2020.2.0a12, C# 8.0
|
|
await foreach (var _ in UniTaskAsyncEnumerable.EveryUpdate(token))
|
|
{
|
|
Debug.Log("Update() " + Time.frameCount);
|
|
}
|
|
```
|
|
|
|
In a C# 7.3 environment, you can use the `ForEachAsync` method to work in almost the same way.
|
|
|
|
```csharp
|
|
// C# 7.3(Unity 2018.3~)
|
|
await UniTaskAsyncEnumerable.EveryUpdate(token).ForEachAsync(_ =>
|
|
{
|
|
Debug.Log("Update() " + Time.frameCount);
|
|
});
|
|
```
|
|
|
|
UniTaskAsyncEnumerable implements asynchronous LINQ, similar to LINQ in `IEnumerable<T>` or Rx in `IObservable<T>`. All standard LINQ query operators can be applied to asynchronous streams. For example, the following code shows how to apply a Where filter to a button-click asynchronous stream that runs once every two clicks.
|
|
|
|
```csharp
|
|
await okButton.OnClickAsAsyncEnumerable().Where((x, i) => i % 2 == 0).ForEachAsync(_ =>
|
|
{
|
|
});
|
|
```
|
|
|
|
Fire and Forget style(for example, event handling), also you can use `Subscribe`.
|
|
|
|
```csharp
|
|
okButton.OnClickAsAsyncEnumerable().Where((x, i) => i % 2 == 0).Subscribe(_ =>
|
|
{
|
|
});
|
|
```
|
|
|
|
Async LINQ is enabled when `using Cysharp.Threading.Tasks.Linq;`, and `UniTaskAsyncEnumerable` is defined in `UniTask.Linq` asmdef.
|
|
|
|
It's closer to UniRx (Reactive Extensions), but UniTaskAsyncEnumerable is a pull-based asynchronous stream, whereas Rx was a push-based asynchronous stream. Note that although similar, the characteristics are different and the details behave differently along with them.
|
|
|
|
`UniTaskAsyncEnumerable` is the entry point like `Enumerbale`. In addition to the standard query operators, there are other generators for Unity such as `EveryUpdate`, `Timer`, `TimerFrame`, `Interval`, `IntervalFrame`, and `EveryValueChanged`. And also added additional UniTask original query operators like `Append`, `Prepend`, `DistinctUntilChanged`, `ToHashSet`, `Buffer`, `CombineLatest`, `Do`, `Never`, `ForEachAsync`, `Pairwise`, `Publish`, `Queue`, `Return`, `SkipUntilCanceled`, `TakeUntilCanceled`, `TakeLast`, `Subscribe`.
|
|
|
|
The method with Func as an argument has three additional overloads, `***Await`, `***AwaitWithCancellation`.
|
|
|
|
```csharp
|
|
Select(Func<T, TR> selector)
|
|
SelectAwait(Func<T, UniTask<TR>> selector)
|
|
SelectAwaitWithCancellation(Func<T, CancellationToken, UniTask<TR>> selector)
|
|
```
|
|
|
|
If you want to use the `async` method inside the func, use the `***Await` or `***AwaitWithCancellation`.
|
|
|
|
Awaitable Events
|
|
---
|
|
All uGUI component implements `***AsAsyncEnumerable` to convert asynchronous streams of events.
|
|
|
|
```csharp
|
|
async UniTask TripleClick()
|
|
{
|
|
// In default, used button.GetCancellationTokenOnDestroy to manage lieftime of async
|
|
await button.OnClickAsync();
|
|
await button.OnClickAsync();
|
|
await button.OnClickAsync();
|
|
Debug.Log("Three times clicked");
|
|
}
|
|
|
|
// more efficient way
|
|
async UniTask TripleClick()
|
|
{
|
|
using (var handler = button.GetAsyncClickEventHandler())
|
|
{
|
|
await handler.OnClickAsync();
|
|
await handler.OnClickAsync();
|
|
await handler.OnClickAsync();
|
|
Debug.Log("Three times clicked");
|
|
}
|
|
}
|
|
|
|
// use async LINQ
|
|
async UniTask TripleClick(CancellationToken token)
|
|
{
|
|
await button.OnClickAsAsyncEnumerable().Take(3).Last();
|
|
Debug.Log("Three times clicked");
|
|
}
|
|
|
|
// use async LINQ2
|
|
async UniTask TripleClick(CancellationToken token)
|
|
{
|
|
await button.OnClickAsAsyncEnumerable().Take(3).ForEachAsync(_ =>
|
|
{
|
|
Debug.Log("Every clicked");
|
|
});
|
|
Debug.Log("Three times clicked, complete.");
|
|
}
|
|
```
|
|
|
|
All MonoBehaviour message events can convert async-streams by `AsyncTriggers` that can enable by `using Cysharp.Threading.Tasks.Triggers;`.
|
|
|
|
```csharp
|
|
using Cysharp.Threading.Tasks.Triggers;
|
|
|
|
async UniTaskVoid MonitorCollision()
|
|
{
|
|
await gameObject.OnCollisionEnterAsync();
|
|
Debug.Log("Collision Enter");
|
|
/* do anything */
|
|
|
|
await gameObject.OnCollisionExitAsync();
|
|
Debug.Log("Collision Exit");
|
|
}
|
|
```
|
|
|
|
Similar as uGUI event, AsyncTrigger can get by `GetAsync***Trigger` and trigger it self is UniTaskAsyncEnumerable.
|
|
|
|
```csharp
|
|
// use await multiple times, get AsyncTriggerHandler is more efficient.
|
|
using(var trigger = this.GetOnCollisionEnterAsyncHandler())
|
|
{
|
|
await OnCollisionEnterAsync();
|
|
await OnCollisionEnterAsync();
|
|
await OnCollisionEnterAsync();
|
|
}
|
|
|
|
// every moves.
|
|
await this.GetAsyncMoveTrigger().ForEachAsync(axisEventData =>
|
|
{
|
|
});
|
|
```
|
|
|
|
`AsyncReactiveProperty`, `AsyncReadOnlyReactiveProperty` is UniTask version of UniTask's ReactiveProperty. `BindTo` extension method of `IUniTaskAsyncEnumerable<T>` for binding asynchronous stream values to Unity components(Text/Selectable/TMP/Text).
|
|
|
|
```csharp
|
|
var rp = new AsyncReactiveProperty<int>(99);
|
|
|
|
// AsyncReactiveProperty itself is IUniTaskAsyncEnumerable, you can query by LINQ
|
|
rp.ForEachAsync(x =>
|
|
{
|
|
Debug.Log(x);
|
|
}, this.GetCancellationTokenOnDestroy()).Forget();
|
|
|
|
rp.Value = 10; // push 10 to all subscriber
|
|
rp.Value = 11; // push 11 to all subscriber
|
|
|
|
// WithoutCurrent ignore initial value
|
|
// BindTo bind stream value to unity components.
|
|
rp.WithoutCurrent().BindTo(this.textComponent);
|
|
|
|
await rp.WaitAsync(); // wait until next value set
|
|
|
|
// also exists ToReadOnlyReactiveProperty
|
|
var rp2 = new AsyncReactiveProperty<int>(99);
|
|
var rorp = rp.CombineLatest(rp2, (x, y) => (x, y)).ToReadOnlyReactiveProperty();
|
|
```
|
|
|
|
A pull-type asynchronous stream does not get the next values until the asynchronous processing in the sequence is complete. This could spill data from push-type events such as buttons.
|
|
|
|
```csharp
|
|
// can not get click event during 3 seconds complete.
|
|
await button.OnClickAsAsyncEnumerable().ForEachAwaitAsync(async x =>
|
|
{
|
|
await UniTask.Delay(TimeSpan.FromSeconds(3));
|
|
});
|
|
```
|
|
|
|
It is useful(prevent double-click) but not useful in sometimes.
|
|
|
|
Using `Queue()` method, which will also queue events during asynchronous processing.
|
|
|
|
```csharp
|
|
// queued message in asynchronous processing
|
|
await button.OnClickAsAsyncEnumerable().Queue().ForEachAwaitAsync(async x =>
|
|
{
|
|
await UniTask.Delay(TimeSpan.FromSeconds(3));
|
|
});
|
|
```
|
|
|
|
Or use `Subscribe`, fire and forget style.
|
|
|
|
```csharp
|
|
button.OnClickAsAsyncEnumerable().Subscribe(async x =>
|
|
{
|
|
await UniTask.Delay(TimeSpan.FromSeconds(3));
|
|
});
|
|
```
|
|
|
|
Channel
|
|
---
|
|
`Channel` is same as [System.Threading.Tasks.Channels](https://docs.microsoft.com/ja-jp/dotnet/api/system.threading.channels?view=netcore-3.1) that is similar as GoLang Channel.
|
|
|
|
Currently only supports multiple-producer, single-consumer unbounded channel. It can create by `Channel.CreateSingleConsumerUnbounded<T>()`.
|
|
|
|
For producer(`.Writer`), `TryWrite` to push value and `TryComplete` to complete channel. For consumer(`.Reader`), `TryRead`, `WaitToReadAsync`, `ReadAsync`, `Completion` and `ReadAllAsync` to read queued messages.
|
|
|
|
`ReadAllAsync` returns `IUniTaskAsyncEnumerable<T>` so query LINQ operators. Reader only allows single-consumer but use `.Publish()` query operator to enable multicast message. For example, make pub/sub utility.
|
|
|
|
```csharp
|
|
public class AsyncMessageBroker<T> : IDisposable
|
|
{
|
|
Channel<T> channel;
|
|
|
|
IConnectableUniTaskAsyncEnumerable<T> multicastSource;
|
|
IDisposable connection;
|
|
|
|
public AsyncMessageBroker()
|
|
{
|
|
channel = Channel.CreateSingleConsumerUnbounded<T>();
|
|
multicastSource = channel.Reader.ReadAllAsync().Publish();
|
|
connection = multicastSource.Connect(); // Publish returns IConnectableUniTaskAsyncEnumerable.
|
|
}
|
|
|
|
public void Publish(T value)
|
|
{
|
|
channel.Writer.TryWrite(value);
|
|
}
|
|
|
|
public IUniTaskAsyncEnumerable<T> Subscribe()
|
|
{
|
|
return multicastSource;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
channel.Writer.TryComplete();
|
|
connection.Dispose();
|
|
}
|
|
}
|
|
```
|
|
|
|
For Unit Testing
|
|
---
|
|
Unity's `[UnityTest]` attribute can test coroutine(IEnumerator) but can not test async. `UniTask.ToCoroutine` bridges async/await to coroutine so you can test async method.
|
|
|
|
```csharp
|
|
[UnityTest]
|
|
public IEnumerator DelayIgnore() => UniTask.ToCoroutine(async () =>
|
|
{
|
|
var time = Time.realtimeSinceStartup;
|
|
|
|
Time.timeScale = 0.5f;
|
|
try
|
|
{
|
|
await UniTask.Delay(TimeSpan.FromSeconds(3), ignoreTimeScale: true);
|
|
|
|
var elapsed = Time.realtimeSinceStartup - time;
|
|
Assert.AreEqual(3, (int)Math.Round(TimeSpan.FromSeconds(elapsed).TotalSeconds, MidpointRounding.ToEven));
|
|
}
|
|
finally
|
|
{
|
|
Time.timeScale = 1.0f;
|
|
}
|
|
});
|
|
```
|
|
|
|
UniTask itself's unit test is written by Unity Test Runner and [Cysharp/RuntimeUnitTestToolkit](https://github.com/Cysharp/RuntimeUnitTestToolkit) to check on CI and IL2CPP working.
|
|
|
|
Compare with Standard Task API
|
|
---
|
|
UniTask has many standard Task-like APIs. This table shows what is the alternative apis.
|
|
|
|
Use standard type.
|
|
|
|
| .NET Type | UniTask Type |
|
|
| --- | --- |
|
|
| `IProgress<T>` | --- |
|
|
| `CancellationToken` | --- |
|
|
| `CancellationTokenSource` | --- |
|
|
|
|
Use UniTask type.
|
|
|
|
| .NET Type | UniTask Type |
|
|
| --- | --- |
|
|
| `Task`/`ValueTask` | `UniTask` |
|
|
| `Task<T>`/`ValueTask<T>` | `UniTask<T>` |
|
|
| `async void` | `async UniTaskVoid` |
|
|
| `+= async () => { }` | `UniTask.Void`, `UniTask.Action`, `UniTask.UnityAction` |
|
|
| --- | `UniTaskCompletionSource` |
|
|
| `TaskCompletionSource<T>` | `UniTaskCompletionSource<T>`/`AutoResetUniTaskCompletionSource<T>` |
|
|
| `ManualResetValueTaskSourceCore<T>` | `UniTaskCompletionSourceCore<T>` |
|
|
| `IValueTaskSource` | `IUniTaskSource` |
|
|
| `IValueTaskSource<T>` | `IUniTaskSource<T>` |
|
|
| `ValueTask.IsCompleted` | `UniTask.Status.IsCompleted()` |
|
|
| `ValueTask<T>.IsCompleted` | `UniTask<T>.Status.IsCompleted()` |
|
|
| `new Progress<T>` | `Progress.Create<T>` |
|
|
| `CancellationToken.Register(UnsafeRegister)` | `CancellationToken.RegisterWithoutCaptureExecutionContext` |
|
|
| `CancellationTokenSource.CancelAfter` | `CancellationTokenSource.CancelAfterSlim` |
|
|
| `Channel.CreateUnbounded<T>(false){ SingleReader = true }` | `Channel.CreateSingleConsumerUnbounded<T>` |
|
|
| `IAsyncEnumerable<T>` | `IUniTaskAsyncEnumerable<T>` |
|
|
| `IAsyncEnumerator<T>` | `IUniTaskAsyncEnumerator<T>` |
|
|
| `IAsyncDisposable` | `IUniTaskAsyncDisposable` |
|
|
| `Task.Delay` | `UniTask.Delay` |
|
|
| `Task.Yield` | `UniTask.Yield` |
|
|
| `Task.Run` | `UniTask.Run` |
|
|
| `Task.WhenAll` | `UniTask.WhenAll` |
|
|
| `Task.WhenAny` | `UniTask.WhenAny` |
|
|
| `Task.CompletedTask` | `UniTask.CompletedTask` |
|
|
| `Task.FromException` | `UniTask.FromException` |
|
|
| `Task.FromResult` | `UniTask.FromResult` |
|
|
| `Task.FromCanceled` | `UniTask.FromCanceled` |
|
|
| `Task.ContinueWith` | `UniTask.ContinueWith` |
|
|
| `TaskScheduler.UnobservedTaskException` | `UniTaskScheduler.UnobservedTaskException` |
|
|
|
|
Pooling Configuration
|
|
---
|
|
UniTask is aggressively caching async promise object to achive zero allocation. In default, cache all promises but you can configure `TaskPool.SetMaxPoolSize` to your value, the value indicates cache size per type. `TaskPool.GetCacheSizeInfo` returns current cached object in pool.
|
|
|
|
```csharp
|
|
foreach (var (type, size) in TaskPool.GetCacheSizeInfo())
|
|
{
|
|
Debug.Log(type + ":" + size);
|
|
}
|
|
```
|
|
|
|
> 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.
|
|
|
|
API References
|
|
---
|
|
UniTask's API References is hosted at [cysharp.github.io/UniTask](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.html) by [DocFX](https://dotnet.github.io/docfx/) and [Cysharp/DocfXTemplate](https://github.com/Cysharp/DocfxTemplate).
|
|
|
|
For example, UniTask's factory methods can see at [UniTask#methods](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.UniTask.html#methods-1). UniTaskAsyncEnumerable's factory/extension methods can see at [UniTaskAsyncEnumerable#methods](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.Linq.UniTaskAsyncEnumerable.html#methods-1).
|
|
|
|
UPM Package
|
|
---
|
|
### Install via git URL
|
|
|
|
After Unity 2019.3.4f1, Unity 2020.1a21, that support path query parameter of git package. You can add `https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask` to Package Manager
|
|
|
|
![image](https://user-images.githubusercontent.com/46207/79450714-3aadd100-8020-11ea-8aae-b8d87fc4d7be.png)
|
|
|
|
![image](https://user-images.githubusercontent.com/46207/83702872-e0f17c80-a648-11ea-8183-7469dcd4f810.png)
|
|
|
|
or add `"com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask"` to `Packages/manifest.json`.
|
|
|
|
If you want to set a target version, UniTask is using `*.*.*` release tag so you can specify a version like `#2.0.21`. For example `https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask#2.0.21`.
|
|
|
|
### Install via OpenUPM
|
|
|
|
The package is available on the [openupm registry](https://openupm.com). It's recommended to install it via [openupm-cli](https://github.com/openupm/openupm-cli).
|
|
|
|
```
|
|
openupm add com.cysharp.unitask
|
|
```
|
|
|
|
.NET Core
|
|
---
|
|
For .NET Core, use NuGet.
|
|
|
|
> PM> Install-Package [UniTask](https://www.nuget.org/packages/UniTask)
|
|
|
|
UniTask of .NET Core version is a subset of Unity UniTask, removed PlayerLoop dependent methods.
|
|
|
|
It runs at higher performance than the standard Task/ValueTask, but you should be careful to ignore the ExecutionContext/SynchronizationContext when using it. `AysncLocal` also does not work because it ignores ExecutionContext.
|
|
|
|
If you use UniTask internally, but provide ValueTask as an external API, you can write like the following(Inspired by [PooledAwait](https://github.com/mgravell/PooledAwait)).
|
|
|
|
```csharp
|
|
public class ZeroAllocAsyncAwaitInDotNetCore
|
|
{
|
|
public ValueTask<int> DoAsync(int x, int y)
|
|
{
|
|
return Core(this, x, y);
|
|
|
|
static async UniTask<int> Core(ZeroAllocAsyncAwaitInDotNetCore self, int x, int y)
|
|
{
|
|
// do anything...
|
|
await Task.Delay(TimeSpan.FromSeconds(x + y));
|
|
await UniTask.Yield();
|
|
|
|
return 10;
|
|
}
|
|
}
|
|
}
|
|
|
|
// UniTask does not return to original SynchronizationContext but you can use helper `ReturnToCurrentSynchronizationContext`.
|
|
public ValueTask TestAsync()
|
|
{
|
|
await using (UniTask.ReturnToCurrentSynchronizationContext())
|
|
{
|
|
await UniTask.SwitchToThreadPool();
|
|
// do anything..
|
|
}
|
|
}
|
|
```
|
|
|
|
.NET Core version is intended to allow users to use UniTask as an interface when sharing code with Unity (such as [Cysharp/MagicOnion](https://github.com/Cysharp/MagicOnion/)). .NET Core version of UniTask enables smooth code sharing.
|
|
|
|
Utility methods such as WhenAll which is equivalent to UniTask are provided as [Cysharp/ValueTaskSupplement](https://github.com/Cysharp/ValueTaskSupplement).
|
|
|
|
License
|
|
---
|
|
This library is under the MIT License.
|