在Task中调用Coroutine并等待完成代码:TaskAwaitACoroutine 如果想要在async方法中调用 一个Coroutine 并对其进行控制,我们需要将Coroutine 的执行封装成一个简单的Task. Unity 并没有对Coroutine的封装的完成callbak暴露出来,所以我们需要一个父级Coroutine调用来监视目标Coroutine的完成 Copy IEnumerator tempCoroutine(IEnume...
An event handler that is registered in the same frame as the call that creates it will be invoked next frame, even if the operation is able to complete synchronously. If a handler is registered after the operation has completed and has already invoked the complete event, the handler will be...
As shown in the table above,Awaitablecontinuations are run synchronously when the operation completes. When not documented otherwise, all Awaitables returned by Unity APIs complete on the main thread, so there is no need to capture a synchronization context. However, you can write your code to...
Releasing AsyncOperationHandle instances译:释放AsyncOperationHandle实例 Coroutine- and IEnumerator-based operation handling译:基于Coroutine和IEnumerator的操作处理 Event-based operation handling译:基于事件的操作处理 Task-based operation handling译:基于任务的操作处理 Using operations synchronously译:同步使用操作 Custo...
Coroutine- and IEnumerator-based operation handling Event-based operation handling Task-based operation handling Using operations synchronously Custom operations Using typed versus untyped operation handles Reporting operation progress 最后还有一些关于其他运行时的话题: ...
While this is clean it causes all asset bundles to be loaded synchronously, potentially locking up the game causing FPS lag. Another approach that also handles that could look like this: class SmartAssetBundleRedirectorSyncOverAsyncPlugin { void Awake() { ResourceRedirection.EnableSyncOverAsyncAssetLo...
Execution: CoroutineCountDown Execute separately Put the following code in the Start method as below, we can run game in Editor and get console output Copy void Start() { stopwatch = new System.Diagnostics.Stopwatch(); stopwatch.Start(); StartCoroutine(CoroutineCountDown(3, "BasicCoCall"))...
Coroutine continuations are executed synchronously from the code that raises the completion. In most cases, this will be from the Unity main frame. Awaitables are pooled objects to prevent excessive allocations. These are reference types, so they can be referenced across different stacks, copied ...
To edit the terrain synchronously, use theModifymethod of DiggerMasterRuntime.Synchronouslymeans that once this method returns, everything has been done, the terrain have been modified, required meshes have been generated and mesh colliders have been updated. In other words, itwaitsfor the modifica...
Execute the shortcut {GameExeName} (Patch and Run).lnk that was created besides existing executables. This will patch and launch the game. From now on you can launch the game from the {GameExeName}.exe instead. Due to various considerations, not all text hooks are enabled by default, so...