UnityAsync
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An allocation-free, high performance coroutine framework for Unity built around the async API
UnityAsync.WaitForSeconds is unusable currently. It never waits for even a frame. IsCompleted() is never called. The code leading to IsCompleted() also isn't called. This asset is currently unsuable, since it's...
When calling await Await.FixedUpdates(1) inside a while loop. The iterator will not continue until the fixedCount reaches updateCount. ``` using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityAsync; public class TestAsync...
It looks like this project is more up to date and perhaps better maintained than this [Unity3dAsyncAwaitUtil ](https://github.com/modesttree/Unity3dAsyncAwaitUtil) project and since I'm currently using Unity3dAsyncAwaitUtil I'd be interested to learn...
I believe this is because of the commit here: https://github.com/muckSponge/UnityAsync/commit/e01e2dc39084e4b5181dcef98344291ea3d5ddc3#diff-86c1eb8e1ae625825c97d335eaea9712 `if(!Application.isEditor) // DontDestroyOnLoad can not be called in editor mode DontDestroyOnLoad(Instance);` When loading a new scene, the AsyncManager instance is...
The code heavily expects `static`s to be cleared between runs, which breaks when you use the faster Play Mode in newer versions of Unity. I have tried to fix this...
It seems that if you edit your code Unity clears your `static`s, but the "Async Manager" GameObject survives until you leave Play Mode, which causes it to run into these...
I'm trying to do a simple WaitForSeconds but I get a null error at: `UnityAsync.AwaitInstructionAwaiter1[T].GetResult ()`   It works with no issues in editor (2019.2.16f1) however it throws the...
Hi, will it also work with [UniTask](https://github.com/Cysharp/UniTask) implementation of lightweight Task ?
If you run `await Await.NextUpdate()` on Android, it will fail with `Unable to create field getter for Object.m_CachedPtr; internal implementation may have changed.`. The stacktrace appears to be corrupted.
when running the following code ``` List displays = new List(); Screen.GetDisplayLayout(displays); DisplayInfo display = displays[1]; await Screen.MoveMainWindowTo(display, new Vector2Int(display.width / 2, display.height / 2)); Debug.Log("Finished"); ``` The operation completes...