2022-06-23
4576
#unity
James LaFritz
120597
Jun 23, 2022 â‹… 16 min read

Performance in Unity: async, await, and Tasks vs. coroutines, C# Job System, and burst compiler

James LaFritz I have been using the Unity Game Engine since 2015 and programming in C# since 2006. I started off as a hobbyist and developed it into a career with GameDevHQ. You can find me at GameDevHQ, GitHub, or my blog.

Recent posts:

Build Chatbots in Langchain and RAG LogRocket Article

How to build smarter frontend chatbots with RAG and LangChain.js

Build smarter frontend chatbots with RAG and LangChain.js. Learn how to add context, improve accuracy, and cut costs with a practical tutorial.

Nelson Michael
Sep 18, 2025 â‹… 8 min read
alexandra spalato ai hallucination quote

How to stop your AI agents from hallucinating: A guide to n8n’s Eval Node

Walk through a practical example of n8n’s Eval feature, which helps developers reduce hallucinations and increase reliability of AI products.

Alexandra Spalato
Sep 17, 2025 â‹… 6 min read

Secure your AI-generated projects with these security practices

Secure AI-generated code with proactive prompting, automated guardrails, and contextual auditing. A practical playbook for safe AI-assisted development.

Ikeh Akinyemi
Sep 16, 2025 â‹… 5 min read

Let’s kill vibe coding and bring back prompt engineering

Explore the vibe coding hype cycle, the risks of casual “vibe-driven” development, and why prompt engineering deserves a comeback as a critical skill for building better, more reliable AI applications.

Oscar Jite-Orimiono
Sep 16, 2025 â‹… 11 min read
View all posts

4 Replies to "Performance in Unity: <code>async</code>, <code>await</code>, and <code>Tasks</code> vs. coroutines, C# Job System, and burst compiler"

  1. “Next, we start the task t1.wait. Lastly, we wait for the task to complete with t1.wait.”
    Am I missing something here, or is the point that we start the task and wait for it to complete in a single statement?

  2. It should have been t1.run to start the task and t1.wait to wait for it to complete. You can do it in one line with await t1.Run or using the factory method. The point is to show different ways if starting and waiting for tasks to complete.

    Typically you want to start all of the tasks. So they are all running in parallel, then you wait for a specific task to complete before moving on to other things, it really depends on what you are trying to accomplish.

    You might want to run one task and wait for it to complete before starting other task if they depend on things from the first task.

  3. Typically it’s not tasks run on the caller’s thread it’s that they synchronize back to the caller’s thread. Are you saying Unity is forcing Tasks to run on the main thread or that because you’re not using ConfigureAwait they’re synchronized to the Unity’s main thread by default?

  4. The parameter passed to the method version is 50,000, but to the async and coroutine versions it is 5,000. Yeah, that’s going to impact the testing.

Leave a Reply