James LaFritz
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:

Building High Performance Ecommerce Sites With Astro

Building high-performance ecommerce sites with Astro

Learn to set up a completely custom Astro ecommerce implementation that’s also highly performant and type-safe in this straightforward guide.

Onuorah Bonaventure
Feb 28, 2024 ⋅ 64 min read
Implementing Vector Search With Open Ai, Next Js, And Supabase

Implementing vector search with OpenAI, Next.js, and Supabase

Let’s build a Next.js app that implements vector search using Supabase and OpenAI to offer better search experiences for users.

Peter Ekene Eze
Feb 27, 2024 ⋅ 11 min read
Comparing React Native BLE libraries

Comparing React Native BLE libraries

Discover the most popular libraries for enabling Bluetooth Low Energy (BLE) in React Native apps, allowing them to interact with Bluetooth hardware on iOS and Android platforms.

Fimber Elemuwa
Feb 26, 2024 ⋅ 4 min read
Using CRDTs To Build Collaborative Rust Web Applications

Using CRDTs to build collaborative Rust web applications

CRDTs, or conflict-free replicated data types, is a concept that underlies applications facing the issue of data replication across a […]

Mario Zupan
Feb 23, 2024 ⋅ 15 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