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:

CSS logo in front of pile of green matcha tea, which represents the matcha.css library discussed in this article.

How to style HTML with matcha.css

Matcha, a famous green tea, is known for its stress-reducing benefits. I wouldn’t claim that this tea necessarily inspired the […]

Emmanuel Odioko
Oct 7, 2024 â‹… 10 min read
CSS typography in white on a vibrant red geometric background. Article will focus on the CSS backdrop-filter property and its various functions, including blur, grayscale, brightness, and drop-shadow.

How to use the CSS backdrop-filter property

Backdrop and background have similar meanings, as they both refer to the area behind something. The main difference is that […]

Oscar Jite-Orimiono
Oct 4, 2024 â‹… 10 min read
6 AI Tools For API Testing And Development

6 AI tools for API testing and development

AI tools like IBM API Connect and Postbot can streamline writing and executing API tests and guard against AI hallucinations or other complications.

Frank Joseph
Oct 3, 2024 â‹… 12 min read
Patterns For Efficient DOM Manipulation With Vanilla JavaScript

Patterns for efficient DOM manipulation with vanilla JavaScript

Explore DOM manipulation patterns in JavaScript, such as choosing the right querySelector, caching elements, improving event handling, and more.

Joe Attardi
Oct 2, 2024 â‹… 8 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