UniTask
UnityNamedPipe
UniTask | UnityNamedPipe | |
---|---|---|
22 | 1 | |
7,406 | 6 | |
3.4% | - | |
8.5 | 0.0 | |
23 days ago | about 3 years ago | |
C# | C# | |
MIT License | MIT License |
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UniTask
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Optimizing CPU Load in C#: Key Approaches and Strategies
If you develop projects in Unity - i really recommend to see at UniTaks.
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async/await or Coroutines?
Give the UniTask library a look https://github.com/Cysharp/UniTask
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Discussion: Is it a Good Practice to just... avoid Coroutines entirely?
What I would say, however, is that I much prefer async / await via UniTask over standard Coroutines!
- Do coroutines produce garbage?
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Addressables - loading/unloading the same AssetReference more times - help
Lastly I recommend using UniTask to better await an asset load, use it, and release it without clunky Coroutines. Happy to give examples of how to use UniTask to update this code.
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Why are my statements called asynchronous?
If you absolutely must muck about with threads in Unity yourself (though I struggle to think of a reason why you'd need to for the example given) then Unity's Jobs system is probably the way to go - though in most cases you can likely achieve whatever it is you're trying to achieve using something like UniTask (my preference) which gives you much nicer async / await support.
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Async void VS Threads
Great comment. The Unity task library is UniTask.
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For loop inside async task?
There are a few problems. Firstly use UniTask for async related things in Unity. Provides much better async integration with Unity.
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How to replace IEnumerator and coroutines with async/await?
This is where UniTask comes in. If your project relies heavily on asynchronous code-- it sounds like it does -- you'll likely enjoy this package. It doesn't allocate, hooks into Unity's PlayerLoop for per-frame timing, and allows for return types. You can even await existing Coroutines.
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Do you remember some of your most annoying problems with Unity when you just started?
UniTask is a popular async/await library that doesn't have this problem.
UnityNamedPipe
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Control Unity Standalone Player by Windows Application
This article shows how to control scenes on a Unity standalone player by a Windows application with NamedPipe like the following demonstration. The full source is on the GitHub repository.
What are some alternatives?
InjectFix - InjectFix is a hot-fix solution library for Unity
Harmony - A library for patching, replacing and decorating .NET and Mono methods during runtime
UnityLibrary - :books: Library of all kind of scripts, snippets & shaders for Unity
simulator - A ROS/ROS2 Multi-robot Simulator for Autonomous Vehicles
delaunator-sharp - Fast Delaunay triangulation of 2D points implemented in C#.
.NET Runtime - .NET is a cross-platform runtime for cloud, mobile, desktop, and IoT apps.
ezThread - Library for easy threading tasks
MsgKit - A .NET library to make MSG files without the need for Outlook
sqlite-net - Simple, powerful, cross-platform SQLite client and ORM for .NET
UnityMainThreadDispatcher - A simple, thread-safe way of executing actions (Such as UI manipulations) on the Unity Main Thread
uniFlow - Full Docs -->