2022-06-23
4576
#unity
James LaFritz
120597
Jun 23, 2022 ⋅ 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:

the replay october 8

The Replay (10/8/25): Data enrichment, CSS is back, TypeScript 5.9

Discover what’s new in The Replay, LogRocket’s newsletter for dev and engineering leaders, in the October 8th issue.

Matt MacCormack
Oct 8, 2025 ⋅ 30 sec read
Goodbye, messy data: An engineer’s guide to scalable data enrichment

Goodbye, messy data: An engineer’s guide to scalable data enrichment

Walk through building a data enrichment workflow that moves beyond simple lead gen to become a powerful internal tool for enterprises.

Alexandra Spalato
Oct 8, 2025 ⋅ 6 min read

DesignCoder and the future of AI-generated UI

From sketches to code in minutes, DesignCoder shows how AI-generated, hierarchy-aware UIs could change the way developers prototype and ship apps.

Rosario De Chiara
Oct 7, 2025 ⋅ 5 min read

Should you use if() functions in CSS?

It’s 2025, and CSS finally thinks logically. The if() function brings real conditional styling — no hacks, no JS workarounds. Here’s how to use it right.

Ikeh Akinyemi
Oct 7, 2025 ⋅ 16 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