![]() special helper of WaitUntil await UniTask. replacement of yield return WaitUntil await UniTask. WaitForEndOfFrame( this) // this is MonoBehaviour // replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate)) await UniTask. replacement of WaitForEndOfFrame(requires MonoBehaviour(CoroutineRunner)) await UniTask. replacement of yield return null await UniTask. yield any playerloop timing(PreUpdate, Update, LateUpdate, etc.) await UniTask. FromSeconds( 10), ignoreTimeScale: false) replacement of yield return new WaitForSeconds/WaitForSecondsRealtime await UniTask. await frame-based operation like a coroutine await UniTask. ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress var asset3 = await Resources. WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject var asset2 = await Resources. You can await Unity's AsyncObject var asset = await Resources. You can return type as struct UniTask(or UniTask), it is unity specialized lightweight alternative of Task // zero allocation and fast excution for zero overhead async/await integrate with Unity async UniTask DemoAsync() extension awaiter/methods can be used by this namespace using Cysharp. Install via UPM package or asset package( UniTask.*.*.*.unitypackage) available in UniTask/releases page. Highly compatible behaviour with Task/ValueTask/IValueTaskSourceįor technical details, see blog post: UniTask v2 - Zero Allocation async/await for Unity, with Asynchronous LINQįor advanced tips, see blog post: Extends UnityWebRequest via async decorator pattern - Advanced Techniques of UniTask Table of Contents.TaskTracker window to prevent memory leaks.Asynchronous LINQ, with Channel and AsyncReactiveProperty.Runs completely on Unity's PlayerLoop so doesn't use threads and runs on WebGL, wasm, etc.MonoBehaviour Message Events and uGUI Events as awaitable/async-enumerable.PlayerLoop based task( UniTask.Yield, UniTask.Delay, UniTask.DelayFrame, etc.) that enable replacing all coroutine operations.Makes all Unity AsyncOperations and Coroutines awaitable.Struct based UniTask and custom AsyncMethodBuilder to achieve zero allocation.And your equivalent of countFrame() has to take the position and gametick as a argument.Provides an efficient allocation free async/await integration for Unity. Your history is going to be a lot bigger, both in number of entries and the size of the entries so you propably need to clear old every time you add something new. This was efficient enough for the job, asuming get is called regulary. Wich si not efficient, and could easily overflow the collection if you count Frames but do not actually retreive the value. I used a simple list and cleared the when the get is called. If you removed one, the one after might be too old too.īasically it is creating a history of all counts of countFrame(). If (FrameCounter.Count > 0 & FrameCounter < decayLimit) It counts the frames, but only over the last second: using System ĭateTime decayLimit = (-1) But you also want to be able to quickly clear it after a rewind (up to before the point you rewinded too), wich requires a clear function or random access.Īs a example, I made this old and Primitive FPS counter. It has elements of a Linked List as you do not want to shift a filled collection every game tick, as a new entry is added. This historygram has similarities to a queue - in that the last added, not decayed thing is what you want out. ![]() The specific collection is up for debate. Once a point in that collecton is more then 5 seconds in the past, it can be dropped to make space for a new one. You need to save the position, every gametick, into a Collection. ![]() It also goes back "to the last manaual save", or with some sensible limit of history entries. Think of it like the Undo History of any Text Editor. In this case however, what you need is a history of positions with a maximum. The one thing fundamental to programm flow: Ticks are the one constant of game development since pong. Unity hides the ticks a bit to make it easier to programm, but they are there. Instead of seconds, you count ticks - with a known ticks/second figure. Instead of using timers, you count ticks. "Realtime" games are just games with a lot of turns, that do not wait for user input. What you want sounds like Prince of Persia: The Sands of Times rewind mechanic. I am not 100% certain for unity, but generally in games you do not use timers for games.
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