ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress Var asset2 = await Resources.LoadAsync("bar").WithCancellation(this.GetCancellationTokenOnDestroy()) WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject Var txt = (await UnityWebRequest.Get(" await SceneManager.LoadSceneAsync("scene2") Var asset = await Resources.LoadAsync("foo") zero allocation and fast excution for zero overhead async/await integrate with Unity You can return type as struct UniTask(or UniTask), it is unity specialized lightweight alternative of Task There is a (free) thrid-party library UniTask (also available via OpenUPM) which provides a more light weight async implementation and additionally seamless async Unity main thread integrationsĮxample from their repo // extension awaiter/methods can be used by this namespace TextUI.text = ("The lowest number you can pick is " + min) Īnd to call/start the coroutine function from your start or Update function, you call it with StartCoroutine (showTextFuntion()) TextUI.text = ("The highest number you can pick is " + max) TextUI.text = "Welcome to Number Wizard!" When to use each one depends on the circumstances.įor your particular issue, this is the solution: IEnumerator showTextFuntion() There are still other ways to wait in Unity but you should definitely know the ones mentioned above as that makes it easier to make games in Unity. Set to false so that We don't run this again The problem with this is that it requires so many variables so that it won't run every time but just once when the timer is over after the wait. It's just like #3 except that it does not use coroutine. void Start()ĭebug.Log("Will feed dog after 5 seconds") ħ.With the Update() function and ltaTime. The example below will call the feedDog() function after 5 seconds the Invoke is called. When you call the Invoke function, you can pass in the time to wait before calling that function to its second parameter. You can call tell Unity to call function in the future. Yield return new WaitWhile(() => !Input.GetKeyDown(Ke圜ode.Escape)) ĭebug.Log("Exit button has been pressed. void Start()ĭebug.Log("Waiting for the Exit button to be pressed") An example is when you want to exit app when the escape key is pressed. Loading next Level") ĥ.With a coroutine and the WaitWhile function. Yield return new WaitUntil(() => playerScore >= 10) ĭebug.Log("Player score is >=100. float playerScore = 0 ĭebug.Log("Waiting for Player score to be >=100 ") An example is a function that waits for player's score to be 100 then loads the next level. Wait/Sleep until variable changes or equals to another value:Ĥ.With a coroutine and the WaitUntil function: You can still simplify this by moving the while loop into another coroutine function and yielding it and also still be able to see it counting and even interrupt the counter. Wait for a frame so that Unity doesn't freeze bool quit = false ĭebug.Log("We have waited for: " + counter + " seconds") It's also good when you want to interrupt the wait/sleep with a boolean variable when it is true. Wait and still be able to see how long you have waited:ģ.With a coroutine and incrementing a variable every frame with ltaTime.Ī good example of this is when you need the timer to display on the screen how much time it has waited. Yield return new WaitForSecondsRealtime(2) Yield return new WaitForSecondsRealtime(4) The only difference between WaitForSeconds and WaitForSecondsRealtime is that WaitForSecondsRealtime is using unscaled time to wait which means that when pausing a game with Time.timeScale, the WaitForSecondsRealtime function would not be affected but WaitForSeconds would. Transform.Rotate(new Vector3(20, 0, 0), Space.World) Ģ.With a coroutine and WaitForSecondsRealtime. Transform.Rotate(new Vector3(40, 0, 0), Space.World) Transform.Rotate(new Vector3(90, 0, 0), Space.World) Note that in coroutine function, you call the function with StartCoroutine(yourFunction).Įxample below will rotate 90 deg, wait for 4 seconds, rotate 40 deg and wait for 2 seconds, and then finally rotate rotate 20 deg. Put all the code that you need to wait for some time in a coroutine function then you can wait with WaitForSeconds. They are really simple but I think it's worth covering most ways to do it:
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