当在Start() 中StartCoroutine()或IEnumerator Start(),且yield return null时会第2帧 FixedUpdate 后执行 usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassTestCoroutine:MonoBehaviour{privatevoidAwake(){StartCoroutine(AwakeCoroutine());}privatevoidOnEnable(){StartCoroutine(OnEnableC...
usingNewtonsoft.Json;usingUnityEngine;publicclassJSONTest:MonoBehaviour{classEnemy{publicstringName {get;set; }publicintAttackDamage {get;set; }publicintMaxHealth {get;set; } }privatevoidStart(){stringjson =@"{ 'Name': 'Ninja', 'AttackDamage': '40' }";varenemy = JsonConvert.DeserializeObject...
Coroutines Calling StartCoroutine() creates a small amount of garbage, because of the classes that Unity must create instances of to manage the coroutine. With that in mind, calls to StartCoroutine() should be limited while our game is interactive and performance is a concern. To reduce garbage...
public IPromise<ienumerable<task>> GetUserTasks(int userId) { // We return a promise instantly and start the coroutine to do the real work var promise = new Promise<ienumerable<task>>(); StartCoroutine(_GetUserTasks(promise, userId)); return promise; } private IEnumerator _GetUserTasks(Pro...
// public method public static IObservable<string> GetWWW(string url) { // convert coroutine to IObservable return Observable.FromCoroutine<string>((observer, cancellationToken) => GetWWWCore(url, observer, cancellationToken)); } // IObserver is a callback publisher // Note: IObserver's basic ...
They are similar to threads, but are lightweight and integrated into Unity's update loop, making them well suited for game development. (By the way, historically speaking, coroutines were the first way to perform asynchronous operations in Unity, so most articles on the Internet are about ...
MicroCoroutine 在内存上更有效率,而且更快。这是基于Unity的这篇博客《10000 UPDATE() CALLS》(http://blogs.unity3d.com/2015/12/23/1k-update-calls/)实现的,可以快上几十倍。MicroCoroutine会自动用于基于帧数的时间操作和ObserveEveryValueChanged。 如果你想要使用MicroCoroutine替代unity内置的协程,使用 MainThr...
// public method public static IObservable<string> GetWWW(string url) { // convert coroutine to IObservable return Observable.FromCoroutine<string>((observer, cancellationToken) => GetWWWCore(url, observer, cancellationToken)); } // IObserver is a callback publisher // Note: IObserver's basic ...
Task; //return UniTask<int> }You can convert Task -> UniTask: AsUniTask, UniTask -> UniTask<AsyncUnit>: AsAsyncUnitUniTask, UniTask<T> -> UniTask: AsUniTask. UniTask<T> -> UniTask's conversion cost is free.If you want to convert async to coroutine, you can use .ToCoroutine(), ...
Coroutine:在继续执行之前始终延迟至少一帧。 Completed callback:如果内容尚未加载,则至少一帧,否则在同一帧中调用回调。 Awaiting AsyncOperationHandle.Task:如果内容尚未加载,则至少等待一帧,否则在同一帧中继续执行。 using System.Collections; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine...