值得注意的是,Queue不是线程安全的,所以需要锁,我使用了Interlocked.Exchange,好处是它以原子的操作来执行并且还不会阻塞线程,因为主线程本身任务繁重,所以我不推荐使用lock。 Coroutine和MultiThreading混合使用 到目前为止,相信你对Coroutine和Thread有清楚的认识,但它们并不是互斥的,可以混合使用,比如Coroutine等待异步线程...
回到顶部 Coroutine和MultiThreading混合使用 到目前为止,相信你对Coroutine和Thread有清楚的认识,但它们并不是互斥的,可以混合使用,比如Coroutine等待异步线程返回结果,假设异步线程里执行的是非常复杂的AI操作,这显然放在主线程会非常繁重。 由于篇幅有限,我不贴完整代码了,只分析其中最核心思路: 在Thread中有一个WaitFor...
值得注意的是,Queue不是线程安全的,所以需要锁,我使用了Interlocked.Exchange,好处是它以原子的操作来执行并且还不会阻塞线程,因为主线程本身任务繁重,所以我不推荐使用lock。 Coroutine和MultiThreading混合使用 到目前为止,相信你对Coroutine和Thread有清楚的认识,但它们并不是互斥的,可以混合使用,比如Coroutine等待异步线程...
This is particularly true of long-running or infinitely-looping coroutines.It is important to remember that coroutines are not threads. Synchronous operations running within a coroutine still execute on the main thread. If the goal is to reduce CPU time spent on the main thread, it is just ...
at WebRequestControl+<RequestData>d__2. MoveNext () [0x000cf] in E:\Working\PantsDesign_HDR\Assets\Scripts\Web\WebRequestControl.cs:47 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections. IEnumerator enumerator, System. IntPtr returnValueAddress) [0x00026] in <11823353802e452f95fbe...
This can only happen when the application is working in the Unity editor.Note: This coroutine is not invoked on the editor in batch mode. For further details please look at the Command line arguments page in the manual. using System.IO; using UnityEngine; using UnityEngine.Networking; using...
The image frame is handled in the DirectX plugin, which takes an H.264 encoded byte array for decoding and conversion to the matching texture color format and updating the texture object. Processing the image frame in theUnity script in a CoRoutinewould not work, as the operations would be ...
UniTask can run on Unity Editor like an Editor Coroutine. However, there are some limitations.UniTask.Delay's DelayType.DeltaTime, UnscaledDeltaTime do not work correctly because they can not get deltaTime in editor. Therefore run on EditMode, automatically change DelayType to DelayType.Realtime...
在项目中需要添加 FingerGestures 插件, 相机脚本是基于FingerGestures 上改写 并搭配, 在相机物体中添加 Root 和Orgin 是和相机相同位置的 相机的移动也是基于 root 和origin的 以下是CameraOrbit代码 usingUnityEngine; usingSystem.Collections; usingSystem.Collections.Generic; ...
Structs are not allocated on the heap and thus not garbage-collected. Reuse temporary work buffers to keep temporary garbage low, instead of allocating frequently. Remember that an Enumerator does not clean up its memory until it exits. Avoid never-ending coroutines, especially when allocating ...