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:

is OpenNext really the key to Next.js portability

Is OpenNext really the key to Next.js portability?

There’s been major controversy surrounding Next.js’s openness. Discover how OpenNext is addressing the bubbling issue of Next.js portability.

Elijah Asaolu
Apr 30, 2025 â‹… 5 min read

Solid series: Single Responsibility Principle (SRP)

By using SRP, developers can produce code that is easier to debug, test, and extend, making it clearer, more maintainable, and scalable.

Oyinkansola Awosan
Apr 30, 2025 â‹… 8 min read
axios post requests

Axios POST requests: Handling errors, authentication, & best practices

Learn about the Axios POST method and discover how to deploy it in vanilla JavaScript and frameworks like React.

Chimezie Innocent
Apr 29, 2025 â‹… 16 min read
creating server-driven web apps with htmx

Creating server-driven web apps with htmx

Explore htmx, a small browser-oriented JavaScript library aimed at building no-nonsense, server-driven web apps.

Elijah Asaolu
Apr 29, 2025 â‹… 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