Unity’s Mike Acton gave a talk this week at GDC titled Everyone watching this is fired. One point he made was regarding the importance of knowing the latency requirements of our code. When does the result need to be ready? Today we’ll talk about the ramifications of answering that question with anything other than “not immediately” and see how that can lead to better code.
Posts Tagged asynchronous
Two weeks ago we tested the performance of the async
and await
keywords plus the C# Task
system against Unity’s new C# jobs system. This tested the usual combination of async
and await
with the Task
system, but didn’t test the Task
system directly against Unity’s C# jobs system. Today we’ll test that and, in so doing, see how to use the Task
system without the async
and await
keywords.
Unity 2018.1 was released last week and with it comes support for C# 6. Today we’ll take a look at the C++ that IL2CPP generates when we use the new features in C# 6. Warning: one of them is buggy and shouldn’t be used.
Iterators (functions that yield
) are great for representing asynchronous processes such as web calls, updating state over time, and multi-step operations. One unfortunate downside is that it’s tough to return a result from them. Today’s article explores several workarounds to this problem before ultimately arriving at a clean, easy-to-use solution to the problem. Read on to learn how to make iterators more useful!