Provides an efficient allocation free async/await integration to Unity.
- Struct based
UniTask<T>
and custom AsyncMethodBuilder to achive zero allocation - All Unity AsyncOperations and Coroutine to awaitable
- PlayerLoop based task(
UniTask.Yield
,UniTask.Delay
,UniTask.DelayFrame
, etc..) that enable to replace all coroutine operation - MonoBehaviour Message Events and uGUI Events as awaitable/async-enumerable
- Completely run on Unity's PlayerLoop so don't use thread and run on WebGL, wasm, etc.
- Asynchronous LINQ, with Channel and AsyncReactiveProperty
- TaskTracker window to prevent memory leak
- Highly compatible behaviour with Task/ValueTask/IValueTaskSource
Techinical details, see blog post: UniTask v2 โ Zero Allocation async/await for Unity, with Asynchronous LINQ
Advanced tips, see blog post: Extends UnityWebRequest via async decorator pattern โ Advanced Techniques of UniTask
- Getting started
- Basics of UniTask and AsyncOperation
- Cancellation and Exception handling
- Progress
- PlayerLoop
- async void vs async UniTaskVoid
- UniTaskTracker
- External Assets
- AsyncEnumerable and Async LINQ
- Awaitable Events
- Channel
- For Unit Testing
- ThreadPool limitation
- IEnumerator.ToUniTask limitation
- For UnityEditor
- Compare with Standard Task API
- Pooling Configuration
- Allocation on Profiler
- UniTaskSynchronizationContext
- API References
- UPM Package
- .NET Core
- License
Install via UPM package or asset package(UniTask.*.*.*.unitypackage
) available in UniTask/releases page.
// extension awaiter/methods can be used by this namespace
using Cysharp.Threading.Tasks;
// You can return type as struct UniTask<T>(or UniTask), it is unity specialized lightweight alternative of Task<T>
// zero allocation and fast excution for zero overhead async/await integrate with Unity
async UniTask<string> DemoAsync()
{
// You can await Unity's AsyncObject
var asset = await Resources.LoadAsync<TextAsset>("foo");
var txt = (await UnityWebRequest.Get("https://...").SendWebRequest()).downloadHandler.text;
await SceneManager.LoadSceneAsync("scene2");
// .WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject
var asset2 = await Resources.LoadAsync<TextAsset>("bar").WithCancellation(this.GetCancellationTokenOnDestroy());
// .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress<T>
var asset3 = await Resources.LoadAsync<TextAsset>("baz").ToUniTask(Progress.Create<float>(x => Debug.Log(x)));
// await frame-based operation like coroutine
await UniTask.DelayFrame(100);
// replacement of yield return new WaitForSeconds/WaitForSecondsRealtime
await UniTask.Delay(TimeSpan.FromSeconds(10), ignoreTimeScale: false);
// yield any playerloop timing(PreUpdate, Update, LateUpdate, etc...)
await UniTask.Yield(PlayerLoopTiming.PreLateUpdate);
// replacement of yield return null
await UniTask.Yield();
await UniTask.NextFrame();
// replacement of WaitForEndOfFrame(same as UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate))
await UniTask.WaitForEndOfFrame();
// replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate))
await UniTask.WaitForFixedUpdate();
// replacement of yield return WaitUntil
await UniTask.WaitUntil(() => isActive == false);
// special helper of WaitUntil
await UniTask.WaitUntilValueChanged(this, x => x.isActive);
// You can await IEnumerator coroutine
await FooCoroutineEnumerator();
// You can await standard task
await Task.Run(() => 100);
// Multithreading, run on ThreadPool under this code
await UniTask.SwitchToThreadPool();
/* work on ThreadPool */
// return to MainThread(same as `ObserveOnMainThread` in UniRx)
await UniTask.SwitchToMainThread();
// get async webrequest
async UniTask<string> GetTextAsync(UnityWebRequest req)
{
var op = await req.SendWebRequest();
return op.downloadHandler.text;
}
var task1 = GetTextAsync(UnityWebRequest.Get("http://google.com"));
var task2 = GetTextAsync(UnityWebRequest.Get("http://bing.com"));
var task3 = GetTextAsync(UnityWebRequest.Get("http://yahoo.com"));
// concurrent async-wait and get result easily by tuple syntax
var (google, bing, yahoo) = await UniTask.WhenAll(task1, task2, task3);
// shorthand of WhenAll, tuple can await directly
var (google2, bing2, yahoo2) = await (task1, task2, task3);
// You can handle timeout easily
await GetTextAsync(UnityWebRequest.Get("http://unity.com")).Timeout(TimeSpan.FromMilliseconds(300));
// return async-value.(or you can use `UniTask`(no result), `UniTaskVoid`(fire and forget)).
return (asset as TextAsset)?.text ?? throw new InvalidOperationException("Asset not found");
}
UniTask feature rely on C# 7.0(task-like custom async method builder feature) so required Unity version is after Unity 2018.3
, officialy lower support version is Unity 2018.4.13f1
.
Why UniTask(custom task-like object) is required? Because Task is too heavy, not matched to Unity threading(single-thread). UniTask does not use thread and SynchronizationContext/ExecutionContext because almost Unity's asynchronous object is automaticaly dispatched by Unity's engine layer. It acquires more fast and more less allocation, completely integrated with Unity.
You can await AsyncOperation
, ResourceRequest
, AssetBundleRequest
, AssetBundleCreateRequest
, UnityWebRequestAsyncOperation
, AsyncGPUReadbackRequest
, IEnumerator
and others when using Cysharp.Threading.Tasks;
.
UniTask provides three pattern of extension methods.
* await asyncOperation;
* .WithCancellation(CancellationToken);
* .ToUniTask(IProgress, PlayerLoopTiming, CancellationToken);
WithCancellation
is a simple version of ToUniTask
, both returns UniTask
. Details of cancellation, see: Cancellation and Exception handling section.
Note: WithCancellation is returned from native timing of PlayerLoop but ToUniTask is returned from specified PlayerLoopTiming. Details of timing, see: PlayerLoop section.
Note: AssetBundleRequest has
asset
andallAssets
, in default await returnsasset
. If you want to getallAssets
, you can useAwaitForAllAssets()
method.
The type of UniTask
can use utility like UniTask.WhenAll
, UniTask.WhenAny
. It is like Task.WhenAll/WhenAny but return type is more useful, returns value tuple so can deconsrtuct each result and pass multiple type.
public async UniTaskVoid LoadManyAsync()
{
// parallel load.
var (a, b, c) = await UniTask.WhenAll(
LoadAsSprite("foo"),
LoadAsSprite("bar"),
LoadAsSprite("baz"));
}
async UniTask<Sprite> LoadAsSprite(string path)
{
var resource = await Resources.LoadAsync<Sprite>(path);
return (resource as Sprite);
}
If you want to convert callback to UniTask, you can use UniTaskCompletionSource<T>
that is the lightweight edition of TaskCompletionSource<T>
.
public UniTask<int> WrapByUniTaskCompletionSource()
{
var utcs = new UniTaskCompletionSource<int>();
// when complete, call utcs.TrySetResult();
// when failed, call utcs.TrySetException();
// when cancel, call utcs.TrySetCanceled();
return utcs.Task; //return UniTask<int>
}
You can convert Task -> UniTask: AsUniTask
, UniTask
-> UniTask<AsyncUnit>
: AsAsyncUnitUniTask
, UniTask<T>
-> UniTask
: AsUniTask
. UniTask<T>
-> UniTask
's conversion cost is free.
If you want to convert async to coroutine, you can use .ToCoroutine()
, this is useful to use only allow coroutine system.
UniTask can not await twice. This is a similar constraint to the ValueTask/IValueTaskSource introduced in .NET Standard 2.1.
The following operations should never be performed on a ValueTask instance:
- Awaiting the instance multiple times.
- Calling AsTask multiple times.
- Using .Result or .GetAwaiter().GetResult() when the operation hasn't yet completed, or using them multiple times.
- Using more than one of these techniques to consume the instance.
If you do any of the above, the results are undefined.
var task = UniTask.DelayFrame(10);
await task;
await task; // NG, throws Exception
Store to the class field, you can use UniTask.Lazy
that gurantee call multipletimes. .Preserve()
allows for multiple calls (internally cached results). This is useful when multiple calls in a function scope.
Some UniTask factory methods have CancellationToken cancellationToken = default
parameter. Andalso some async operation for unity have WithCancellation(CancellationToken)
and ToUniTask(..., CancellationToken cancellation = default)
extension methods.
You can pass CancellationToken
to parameter by standard CancellationTokenSource
.
var cts = new CancellationTokenSource();
cancelButton.onClick.AddListener(() =>
{
cts.Cancel();
});
await UnityWebRequest.Get("http://google.co.jp").SendWebRequest().WithCancellation(cts.Token);
await UniTask.DelayFrame(1000, cancellationToken: cts.Token);
CancellationToken can create by CancellationTokenSource
or MonoBehaviour's extension method GetCancellationTokenOnDestroy
.
// this CancellationToken lifecycle is same as GameObject.
await UniTask.DelayFrame(1000, cancellationToken: this.GetCancellationTokenOnDestroy());
When detect cancellation, all methods throws OperationCanceledException
and propagate to upstream. OperationCanceledException
is special exception, if not handled this exception, finally it is propagated to UniTaskScheduler.UnobservedTaskException
.
Default behaviour of received unhandled exception is write log as exception. Log level can change by UniTaskScheduler.UnobservedExceptionWriteLogType
. If you want to change custom beavhiour, set action to UniTaskScheduler.UnobservedTaskException.
If you want to cancel behaviour in async UniTask method, throws OperationCanceledException
manually.
public async UniTask<int> FooAsync()
{
await UniTask.Yield();
throw new OperationCanceledException();
}
If you handle exception but want to ignore(propagete to global cancellation handling), use exception filter.
public async UniTask<int> BarAsync()
{
try
{
var x = await FooAsync();
return x * 2;
}
catch (Exception ex) when (!(ex is OperationCanceledException))
{
return -1;
}
}
throws/catch OperationCanceledException
is slightly heavy, if you want to care performance, use UniTask.SuppressCancellationThrow
to avoid OperationCanceledException throw. It returns (bool IsCanceled, T Result)
instead of throw.
var (isCanceled, _) = await UniTask.DelayFrame(10, cancellationToken: cts.Token).SuppressCancellationThrow();
if (isCanceled)
{
// ...
}
Note: Only suppress throws if you call it directly into the most source method. Otherwise, the return value will be converted, but the entire pipeline will not be suppressed throws.
Some async operation for unity have ToUniTask(IProgress<float> progress = null, ...)
extension methods.
var progress = Progress.Create<float>(x => Debug.Log(x));
var request = await UnityWebRequest.Get("http://google.co.jp")
.SendWebRequest()
.ToUniTask(progress: progress);
You should not use standard new System.Progress<T>
, because it causes allocation every times. Use Cysharp.Threading.Tasks.Progress
instead. This progress factory has two methods, Create
and CreateOnlyValueChanged
. CreateOnlyValueChanged
calls only when progress value changed.
Implements IProgress interface to caller is more better, there is no allocation of lambda.
public class Foo : MonoBehaviour, IProgress<float>
{
public void Report(float value)
{
UnityEngine.Debug.Log(value);
}
public async UniTaskVoid WebRequest()
{
var request = await UnityWebRequest.Get("http://google.co.jp")
.SendWebRequest()
.ToUniTask(progress: this); // pass this
}
}
UniTask is run on custom PlayerLoop. UniTask's playerloop based method(such as Delay
, DelayFrame
, asyncOperation.ToUniTask
, etc...) accepts this PlayerLoopTiming
.
public enum PlayerLoopTiming
{
Initialization = 0,
LastInitialization = 1,
EarlyUpdate = 2,
LastEarlyUpdate = 3,
FixedUpdate = 4,
LastFixedUpdate = 5,
PreUpdate = 6,
LastPreUpdate = 7,
Update = 8,
LastUpdate = 9,
PreLateUpdate = 10,
LastPreLateUpdate = 11,
PostLateUpdate = 12,
LastPostLateUpdate = 13
}
It indicates when to run, you can check PlayerLoopList.md to Unity's default playerloop and injected UniTask's custom loop.
PlayerLoopTiming.Update
is similar as yield return null
in coroutine, but it is called before Update(Update and uGUI events(button.onClick, etc...) are called on ScriptRunBehaviourUpdate
, yield return null is called on ScriptRunDelayedDynamicFrameRate
). PlayerLoopTiming.FixedUpdate
is similar as WaitForFixedUpdate
, PlayerLoopTiming.LastPostLateUpdate
is similar as WaitForEndOfFrame
in coroutine.
yield return null
and UniTask.Yield
is similar but different. yield return null
always return next frame but UniTask.Yield
return next called, that is, call UniTask.Yield(PlayerLoopTiming.Update)
on PreUpdate
, it returns same frame. UniTask.NextFrame()
gurantees return next frame, this would be expected to behave exactly the same as yield return null
.
UniTask.Yield(without CancellationToken) is a special type, returns
YieldAwaitable
and run on YieldRunner. It is most lightweight and faster.
AsyncOperation is returned from native timing. For example, await SceneManager.LoadSceneAsync
is returned from EarlyUpdate.UpdatePreloading
and after called, loaded scene's Start
called from EarlyUpdate.ScriptRunDelayedStartupFrame
. Also await UnityWebRequest
is returned from EarlyUpdate.ExecuteMainThreadJobs
.
In UniTask, await directly and WithCancellation
use native timing, ToUniTask
use specified timing. This is usually not a particular problem, but with LoadSceneAsync
, causes different order of Start and continuation after await. so recommend not to use LoadSceneAsync.ToUniTask
.
In stacktrace, you can check where is running in playerloop.
In default, UniTask's PlayerLoop is initialized at [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
.
The order in which methods are called in BeforeSceneLoad is indeterminate, so if you want to use UniTask in other BeforeSceneLoad methods, you should try to initialize it before this.
// AfterAssembliesLoaded is called before BeforeSceneLoad
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
public static void InitUniTaskLoop()
{
var loop = PlayerLoop.GetCurrentPlayerLoop();
Cysharp.Threading.Tasks.PlayerLoopHelper.Initialize(ref loop);
}
If you import Unity's Entities
package, that reset custom player loop to default at BeforeSceneLoad
and inject ECS's loop. When Unity call ECS's inject method after UniTask's initialize method, UniTask will no longer work.
To solve this issue, you can re-initialize UniTask PlayerLoop after ECS initialized.
// Get ECS Loop.
var playerLoop = ScriptBehaviourUpdateOrder.CurrentPlayerLoop;
// Setup UniTask's PlayerLoop.
PlayerLoopHelper.Initialize(ref playerLoop);
You can diagnostic UniTask's player loop is ready by PlayerLoopHelper.IsInjectedUniTaskPlayerLoop()
. And also PlayerLoopHelper.DumpCurrentPlayerLoop
shows current all playerloop to console.
void Start()
{
UnityEngine.Debug.Log("UniTaskPlayerLoop ready? " + PlayerLoopHelper.IsInjectedUniTaskPlayerLoop());
PlayerLoopHelper.DumpCurrentPlayerLoop();
}
async void
is a standard C# task system so does not run on UniTask systems. It is better not to use. async UniTaskVoid
is a lightweight version of async UniTask
because it does not have awaitable completion and report error immediately to UniTaskScheduler.UnobservedTaskException
. If you don't require to await it(fire and forget), use UniTaskVoid
is better. Unfortunately to dismiss warning, require to using with Forget()
.
public async UniTaskVoid FireAndForgetMethod()
{
// do anything...
await UniTask.Yield();
}
public void Caller()
{
FireAndForgetMethod().Forget();
}
Also UniTask have Forget
method, it is similar with UniTaskVoid and same effects with it. However still UniTaskVoid is more efficient if completely do not use awaitใ
public async UniTask DoAsync()
{
// do anything...
await UniTask.Yield();
}
public void Caller()
{
DoAsync().Forget();
}
Using async lambda in register event, it is used async void
. To avoid it, you can use UniTask.Action
or UniTask.UnityAction
that creates delegate via async UniTaskVoid
lambda.
Action actEvent;
UnityAction unityEvent; // especially used in uGUI
// Bad: async void
actEvent += async () => { };
unityEvent += async () => { };
// Ok: create Action delegate by lambda
actEvent += UniTask.Action(async () => { await UniTask.Yield(); });
unityEvent += UniTask.UnityAction(async () => { await UniTask.Yield(); });
UniTaskVoid
can also use in MonoBehaviour's Start
method.
class Sample : MonoBehaviour
{
async UniTaskVoid Start()
{
// async init code.
}
}
useful for check(leak) UniTasks. You can open tracker window in Window -> UniTask Tracker
.
- Enable AutoReload(Toggle) - Reload automatically.
- Reload - Reload view.
- GC.Collect - Invoke GC.Collect.
- Enable Tracking(Toggle) - Start to track async/await UniTask. Performance impact: low.
- Enable StackTrace(Toggle) - Capture StackTrace when task is started. Performance impact: high.
For debug use, enable tracking and capture stacktrace is useful but it it decline performance. Recommended usage is enable both to find task leak, and when done, finally disable both.
In default, UniTask supports TextMeshPro(BindTo(TMP_Text)
and TMP_InputField
event extensions like standard uGUI InputField
), DOTween(Tween
as awaitable) and Addressables(AsyncOperationHandle
and AsyncOpereationHandle<T>
as awaitable).
There are defined in separated asmdef like UniTask.TextMeshPro
, UniTask.DOTween
, UniTask.Addressables
.
TextMeshPro and Addressables support are automatically enabled when import there package from package manager. However DOTween support, require to com.demigiant.dotween
import from OpenUPM or define UNITASK_DOTWEEN_SUPPORT
to enable it.
// sequential
await transform.DOMoveX(2, 10);
await transform.DOMoveZ(5, 20);
// parallel with cancellation
var ct = this.GetCancellationTokenOnDestroy();
await UniTask.WhenAll(
transform.DOMoveX(10, 3).WithCancellation(ct),
transform.DOScale(10, 3).WithCancellation(ct));
DOTween support's default behaviour(await
, WithCancellation
, ToUniTask
) awaits tween is killed. It works both Complete(true/false) and Kill(true/false). But if you want to tween reuse(SetAutoKill(false)
), it does not work you expected. Or, if you want to await for another timing, the following extension methods exist in Tween, AwaitForComplete
, AwaitForPause
, AwaitForPlay
, AwaitForRewind
, AwaitForStepComplete
.
Unity 2020.2.0a12 supports C# 8.0 so you can use await foreach
. This is the new Update notation in async era.
// Unity 2020.2.0a12, C# 8.0
await foreach (var _ in UniTaskAsyncEnumerable.EveryUpdate(token))
{
Debug.Log("Update() " + Time.frameCount);
}
In a C# 7.3 environment, you can use the ForEachAsync
method to work in almost the same way.
// C# 7.3(Unity 2018.3~)
await UniTaskAsyncEnumerable.EveryUpdate(token).ForEachAsync(_ =>
{
Debug.Log("Update() " + Time.frameCount);
});
UniTaskAsyncEnumerable implements asynchronous LINQ, similar to LINQ in IEnumerable<T>
or Rx in IObservable<T>
. All standard LINQ query operators can be applied to asynchronous streams. For example, the following code shows how to apply a Where filter to a button-click asynchronous stream that runs once every two clicks.
await okButton.OnClickAsAsyncEnumerable().Where((x, i) => i % 2 == 0).ForEachAsync(_ =>
{
});
Fire and Forget style(for example, event handling), also you can use Subscribe
.
okButton.OnClickAsAsyncEnumerable().Where((x, i) => i % 2 == 0).Subscribe(_ =>
{
});
Async LINQ is enabled when using Cysharp.Threading.Tasks.Linq;
, and UniTaskAsyncEnumerable
is defined in UniTask.Linq
asmdef.
It's closer to UniRx (Reactive Extensions), but UniTaskAsyncEnumerable is a pull-based asynchronous stream, whereas Rx was a push-based asynchronous stream. Note that although similar, the characteristics are different and the details behave differently along with them.
UniTaskAsyncEnumerable
is the entry point like Enumerbale
. In addition to the standard query operators, there are other generators for Unity such as EveryUpdate
, Timer
, TimerFrame
, Interval
, IntervalFrame
, and EveryValueChanged
. And also added additional UniTask original query operators like Append
, Prepend
, DistinctUntilChanged
, ToHashSet
, Buffer
, CombineLatest
, Do
, Never
, ForEachAsync
, Pairwise
, Publish
, Queue
, Return
, SkipUntil
, TakeUntil
, SkipUntilCanceled
, TakeUntilCanceled
, TakeLast
, Subscribe
.
The method with Func as an argument has three additional overloads, ***Await
, ***AwaitWithCancellation
.
Select(Func<T, TR> selector)
SelectAwait(Func<T, UniTask<TR>> selector)
SelectAwaitWithCancellation(Func<T, CancellationToken, UniTask<TR>> selector)
If you want to use the async
method inside the func, use the ***Await
or ***AwaitWithCancellation
.
How to create async iterator, C# 8.0 supports async iterator(async yield return
) but it only allows IAsyncEnumerable<T>
and of course requires C# 8.0. UniTask supports UniTaskAsyncEnumerable.Create
method to create custom async iterator.
// IAsyncEnumerable, C# 8.0 version of async iterator. ( do not use this style, IAsyncEnumerable is not controled in UniTask).
public async IAsyncEnumerable<int> MyEveryUpdate([EnumeratorCancellation]CancellationToken cancelationToken = default)
{
var frameCount = 0;
await UniTask.Yield();
while (!token.IsCancellationRequested)
{
yield return frameCount++;
await UniTask.Yield();
}
}
// UniTaskAsyncEnumerable.Create and use `await writer.YieldAsync` instead of `yield return`.
public IUniTaskAsyncEnumerable<int> MyEveryUpdate()
{
// writer(IAsyncWriter<T>) has `YieldAsync(value)` method.
return UniTaskAsyncEnumerable.Create<int>(async (writer, token) =>
{
var frameCount = 0;
await UniTask.Yield();
while (!token.IsCancellationRequested)
{
await writer.YieldAsync(frameCount++); // instead of `yield return`
await UniTask.Yield();
}
});
}
All uGUI component implements ***AsAsyncEnumerable
to convert asynchronous streams of events.
async UniTask TripleClick()
{
// In default, used button.GetCancellationTokenOnDestroy to manage lieftime of async
await button.OnClickAsync();
await button.OnClickAsync();
await button.OnClickAsync();
Debug.Log("Three times clicked");
}
// more efficient way
async UniTask TripleClick()
{
using (var handler = button.GetAsyncClickEventHandler())
{
await handler.OnClickAsync();
await handler.OnClickAsync();
await handler.OnClickAsync();
Debug.Log("Three times clicked");
}
}
// use async LINQ
async UniTask TripleClick(CancellationToken token)
{
await button.OnClickAsAsyncEnumerable().Take(3).Last();
Debug.Log("Three times clicked");
}
// use async LINQ2
async UniTask TripleClick(CancellationToken token)
{
await button.OnClickAsAsyncEnumerable().Take(3).ForEachAsync(_ =>
{
Debug.Log("Every clicked");
});
Debug.Log("Three times clicked, complete.");
}
All MonoBehaviour message events can convert async-streams by AsyncTriggers
that can enable by using Cysharp.Threading.Tasks.Triggers;
.
using Cysharp.Threading.Tasks.Triggers;
async UniTaskVoid MonitorCollision()
{
await gameObject.OnCollisionEnterAsync();
Debug.Log("Collision Enter");
/* do anything */
await gameObject.OnCollisionExitAsync();
Debug.Log("Collision Exit");
}
Similar as uGUI event, AsyncTrigger can get by GetAsync***Trigger
and trigger it self is UniTaskAsyncEnumerable.
// use await multiple times, get AsyncTriggerHandler is more efficient.
using(var trigger = this.GetOnCollisionEnterAsyncHandler())
{
await OnCollisionEnterAsync();
await OnCollisionEnterAsync();
await OnCollisionEnterAsync();
}
// every moves.
await this.GetAsyncMoveTrigger().ForEachAsync(axisEventData =>
{
});
AsyncReactiveProperty
, AsyncReadOnlyReactiveProperty
is UniTask version of UniTask's ReactiveProperty. BindTo
extension method of IUniTaskAsyncEnumerable<T>
for binding asynchronous stream values to Unity components(Text/Selectable/TMP/Text).
var rp = new AsyncReactiveProperty<int>(99);
// AsyncReactiveProperty itself is IUniTaskAsyncEnumerable, you can query by LINQ
rp.ForEachAsync(x =>
{
Debug.Log(x);
}, this.GetCancellationTokenOnDestroy()).Forget();
rp.Value = 10; // push 10 to all subscriber
rp.Value = 11; // push 11 to all subscriber
// WithoutCurrent ignore initial value
// BindTo bind stream value to unity components.
rp.WithoutCurrent().BindTo(this.textComponent);
await rp.WaitAsync(); // wait until next value set
// also exists ToReadOnlyReactiveProperty
var rp2 = new AsyncReactiveProperty<int>(99);
var rorp = rp.CombineLatest(rp2, (x, y) => (x, y)).ToReadOnlyReactiveProperty();
A pull-type asynchronous stream does not get the next values until the asynchronous processing in the sequence is complete. This could spill data from push-type events such as buttons.
// can not get click event during 3 seconds complete.
await button.OnClickAsAsyncEnumerable().ForEachAwaitAsync(async x =>
{
await UniTask.Delay(TimeSpan.FromSeconds(3));
});
It is useful(prevent double-click) but not useful in sometimes.
Using Queue()
method, which will also queue events during asynchronous processing.
// queued message in asynchronous processing
await button.OnClickAsAsyncEnumerable().Queue().ForEachAwaitAsync(async x =>
{
await UniTask.Delay(TimeSpan.FromSeconds(3));
});
Or use Subscribe
, fire and forget style.
button.OnClickAsAsyncEnumerable().Subscribe(async x =>
{
await UniTask.Delay(TimeSpan.FromSeconds(3));
});
Channel
is same as System.Threading.Tasks.Channels that is similar as GoLang Channel.
Currently only supports multiple-producer, single-consumer unbounded channel. It can create by Channel.CreateSingleConsumerUnbounded<T>()
.
For producer(.Writer
), TryWrite
to push value and TryComplete
to complete channel. For consumer(.Reader
), TryRead
, WaitToReadAsync
, ReadAsync
, Completion
and ReadAllAsync
to read queued messages.
ReadAllAsync
returns IUniTaskAsyncEnumerable<T>
so query LINQ operators. Reader only allows single-consumer but use .Publish()
query operator to enable multicast message. For example, make pub/sub utility.
public class AsyncMessageBroker<T> : IDisposable
{
Channel<T> channel;
IConnectableUniTaskAsyncEnumerable<T> multicastSource;
IDisposable connection;
public AsyncMessageBroker()
{
channel = Channel.CreateSingleConsumerUnbounded<T>();
multicastSource = channel.Reader.ReadAllAsync().Publish();
connection = multicastSource.Connect(); // Publish returns IConnectableUniTaskAsyncEnumerable.
}
public void Publish(T value)
{
channel.Writer.TryWrite(value);
}
public IUniTaskAsyncEnumerable<T> Subscribe()
{
return multicastSource;
}
public void Dispose()
{
channel.Writer.TryComplete();
connection.Dispose();
}
}
Unity's [UnityTest]
attribute can test coroutine(IEnumerator) but can not test async. UniTask.ToCoroutine
bridges async/await to coroutine so you can test async method.
[UnityTest]
public IEnumerator DelayIgnore() => UniTask.ToCoroutine(async () =>
{
var time = Time.realtimeSinceStartup;
Time.timeScale = 0.5f;
try
{
await UniTask.Delay(TimeSpan.FromSeconds(3), ignoreTimeScale: true);
var elapsed = Time.realtimeSinceStartup - time;
Assert.AreEqual(3, (int)Math.Round(TimeSpan.FromSeconds(elapsed).TotalSeconds, MidpointRounding.ToEven));
}
finally
{
Time.timeScale = 1.0f;
}
});
UniTask itself's unit test is written by Unity Test Runner and Cysharp/RuntimeUnitTestToolkit to check on CI and IL2CPP working.
Most UniTask methods run in a single thread (PlayerLoop), but only UniTask.Run
and UniTask.SwitchToThreadPool
run on a thread pool. If you use a thread pool, it won't work with WebGL and so on.
UniTask.Run
will be deprecated in the future (marked with an Obsolete) and only RunOnThreadPool
will be used. Also, if you use UniTask.Run
, consider whether you can use UniTask.Create
or UniTask.Void
.
You can convert coroutine(IEnumerator) to UniTask(or await directly) but has some limitations.
WaitForEndOfFrame
/WaitForFixedUpdate
is not supported, usedyield return null
instead.- Consuming loop timing is not same as StartCoroutine, it is used specified PlayerLoopTiming, and default's
PlayerLoopTiming.Update
is run before MonoBehaviour's Update and StartCoroutine's loop.
UniTask can run on Unity Edtitor like Editor Coroutine. However, there are some limitations.
- Delay, DelayFrame is not work correctly because can not get deltaTime in editor. Return the result of the await immediately; you can use
DelayType.Realtime
to wait for the right time. - All PlayerLoopTiming run on timing,
EditorApplication.update
.
UniTask has many standard Task-like APIs. This table shows what is the alternative apis.
Use standard type.
.NET Type | UniTask Type |
---|---|
IProgress<T> |
--- |
CancellationToken |
--- |
CancellationTokenSource |
--- |
Use UniTask type.
.NET Type | UniTask Type |
---|---|
Task /ValueTask |
UniTask |
Task<T> /ValueTask<T> |
UniTask<T> |
async void |
async UniTaskVoid |
+= async () => { } |
UniTask.Void , UniTask.Action , UniTask.UnityAction |
--- | UniTaskCompletionSource |
TaskCompletionSource<T> |
UniTaskCompletionSource<T> /AutoResetUniTaskCompletionSource<T> |
ManualResetValueTaskSourceCore<T> |
UniTaskCompletionSourceCore<T> |
IValueTaskSource |
IUniTaskSource |
IValueTaskSource<T> |
IUniTaskSource<T> |
ValueTask.IsCompleted |
UniTask.Status.IsCompleted() |
ValueTask<T>.IsCompleted |
UniTask<T>.Status.IsCompleted() |
new Progress<T> |
Progress.Create<T> |
CancellationToken.Register(UnsafeRegister) |
CancellationToken.RegisterWithoutCaptureExecutionContext |
CancellationTokenSource.CancelAfter |
CancellationTokenSource.CancelAfterSlim |
Channel.CreateUnbounded<T>(false){ SingleReader = true } |
Channel.CreateSingleConsumerUnbounded<T> |
IAsyncEnumerable<T> |
IUniTaskAsyncEnumerable<T> |
IAsyncEnumerator<T> |
IUniTaskAsyncEnumerator<T> |
IAsyncDisposable |
IUniTaskAsyncDisposable |
Task.Delay |
UniTask.Delay |
Task.Yield |
UniTask.Yield |
Task.Run |
UniTask.Run |
Task.WhenAll |
UniTask.WhenAll |
Task.WhenAny |
UniTask.WhenAny |
Task.CompletedTask |
UniTask.CompletedTask |
Task.FromException |
UniTask.FromException |
Task.FromResult |
UniTask.FromResult |
Task.FromCanceled |
UniTask.FromCanceled |
Task.ContinueWith |
UniTask.ContinueWith |
TaskScheduler.UnobservedTaskException |
UniTaskScheduler.UnobservedTaskException |
UniTask is aggressively caching async promise object to achive zero allocation. In default, cache all promises but you can configure TaskPool.SetMaxPoolSize
to your value, the value indicates cache size per type. TaskPool.GetCacheSizeInfo
returns current cached object in pool.
foreach (var (type, size) in TaskPool.GetCacheSizeInfo())
{
Debug.Log(type + ":" + size);
}
In UnityEditor profiler shows allocation of compiler generated AsyncStateMachine but it only occurs in debug(development) build. C# Compiler generate AsyncStateMachine as class on Debug build and as struct on Release build.
After Unity 2020.1 supports Code Optimization option on UnityEditor(right, footer).
You can change C# compiler optimization to release, it removes AsyncStateMachine allocation. Andalso optimization option can set via Compilation.CompilationPipeline-codeOptimization
, and Compilation.CodeOptimization
.
Unity's default SynchronizationContext(UnitySynchronizationContext
) is poor implementation for performance. UniTask itself is bypass SynchronizationContext
(and ExecutionContext
) so does not use it but if exists in async Task
, still used it. UniTaskSynchronizationContext
is replacement of UnitySynchronizationContext
, it is better for performance.
public class SyncContextInjecter
{
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
public static void Inject()
{
SynchronizationContext.SetSynchronizationContext(new UniTaskSynchronizationContext());
}
}
This is an optional choice and is not always recommended; UniTaskSynchronizationContext
is less performance than async UniTask
and is not a complete UniTask replacement. It also does not guarantee full behavioral compatibility with the UnitySynchronizationContext
.
UniTask's API References is hosted at cysharp.github.io/UniTask by DocFX and Cysharp/DocfXTemplate.
For example, UniTask's factory methods can see at UniTask#methods. UniTaskAsyncEnumerable's factory/extension methods can see at UniTaskAsyncEnumerable#methods.
After Unity 2019.3.4f1, Unity 2020.1a21, that support path query parameter of git package. You can add https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask
to Package Manager
or add "com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask"
to Packages/manifest.json
.
If you want to set a target version, UniTask is using *.*.*
release tag so you can specify a version like #2.0.31
. For example https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask#2.0.31
.
The package is available on the openupm registry. It's recommended to install it via openupm-cli.
openupm add com.cysharp.unitask
For .NET Core, use NuGet.
PM> Install-Package UniTask
UniTask of .NET Core version is a subset of Unity UniTask, removed PlayerLoop dependent methods.
It runs at higher performance than the standard Task/ValueTask, but you should be careful to ignore the ExecutionContext/SynchronizationContext when using it. AysncLocal
also does not work because it ignores ExecutionContext.
If you use UniTask internally, but provide ValueTask as an external API, you can write like the following(Inspired by PooledAwait).
public class ZeroAllocAsyncAwaitInDotNetCore
{
public ValueTask<int> DoAsync(int x, int y)
{
return Core(this, x, y);
static async UniTask<int> Core(ZeroAllocAsyncAwaitInDotNetCore self, int x, int y)
{
// do anything...
await Task.Delay(TimeSpan.FromSeconds(x + y));
await UniTask.Yield();
return 10;
}
}
}
// UniTask does not return to original SynchronizationContext but you can use helper `ReturnToCurrentSynchronizationContext`.
public ValueTask TestAsync()
{
await using (UniTask.ReturnToCurrentSynchronizationContext())
{
await UniTask.SwitchToThreadPool();
// do anything..
}
}
.NET Core version is intended to allow users to use UniTask as an interface when sharing code with Unity (such as Cysharp/MagicOnion). .NET Core version of UniTask enables smooth code sharing.
Utility methods such as WhenAll which is equivalent to UniTask are provided as Cysharp/ValueTaskSupplement.
This library is under the MIT License.