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:

A Comprehensive Guide To JavaScript Generators

A comprehensive guide to JavaScript generators

JavaScript generators offer a powerful and often overlooked way to handle asynchronous operations, manage state, and process data streams.

Fimber Elemuwa
Jan 24, 2025 â‹… 8 min read
​​Solving Micro-Frontend Challenges With Module Federation

​​Solving micro-frontend challenges with Module Federation

webpack’s Module Federation allows you to easily share code and dependencies between applications, helpful in micro-frontend architecture.

Peter Aideloje
Jan 23, 2025 â‹… 7 min read
typescript object destructuring

TypeScript object destructuring and you

Whether you’re part of the typed club or not, one function within TypeScript that can make life a lot easier is object destructuring.

Lewis Cianci
Jan 22, 2025 â‹… 5 min read
Using Firebase For ASP.NET Authentication

Using Firebase for ASP.NET authentication

Firebase is one of the most popular authentication providers available today. Meanwhile, .NET stands out as a good choice for […]

Lewis Cianci
Jan 21, 2025 â‹… 9 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