UnityMainThreadDispatcher | safe way of executing actions | Architecture library
kandi X-RAY | UnityMainThreadDispatcher Summary
kandi X-RAY | UnityMainThreadDispatcher Summary
A thread-safe way of dispatching IEnumerator functions to the main thread in unity. Useful for calling UI functions and other actions that Unity limits to the main thread from different threads. Initially written for Firebase Unity but now used across the board!.
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Trending Discussions on UnityMainThreadDispatcher
QUESTION
I'm trying to write a simple method to make the code a little more readable. I'm writing a part where i have async tasks so I'm using Action as parameter of my methods to give the possibility to get a callback when the methods has finished.
In short my signatures always are like that:
public void myAsyncMethod(...params..., Action onFinish = null)
I use the default of Action as null only to give a little more flexibility to the library users, but in my implementations I have always to write this piece of code:
...ANSWER
Answered 2021-Feb-25 at 20:05You will need to create separate extension methods for the 0-4 possible parameters, like so:
QUESTION
I am trying to make a Queue of methods which start executing next method once previous method get excuted completely, that queue of methods is working fine for all scenario's except IEnumerator return type one.
Following are list of methods that i am trying to execute one after another.
...ANSWER
Answered 2020-Dec-17 at 17:41First of all your delegate Task
is pretty confusing .. there is already a Task
class which is for running async tasks.
It is also pretty unnecessary since there is already a delegate type for a parameter less void: Action
;)
And then I would create an overload which simply takes coroutines as well like
QUESTION
I read this code.
https://github.com/johnjcsmith/iPhoneMoCapUnity/blob/master/Assets/NetworkMeshAnimator.cs
There is the following description around the 62nd line of the code.
What kind of processing is this doing?
...ANSWER
Answered 2019-Oct-22 at 01:28Here's why you need a pseudo dispatcher in Unity:
In Unity, most objects can only be created from within main Unity thread.
But suppose you have some heavy task you'd like to run in background such as with Task.Run
, in your task you wouldn't be able to instantiate such objects as aforementioned but still would like to.
There are quite a couple of solutions in solving this problem but they all leverage the same thing:
Capturing Unity's synchronization context and posting messages to it
Here's an original way in doing so, inspired from Raymond Chen's The Old New Thing:
C++/WinRT envy: Bringing thread switching tasks to C# (WPF and WinForms edition)
The concept is the following: switch to a specific thread at any time in a method !
Public types
IThreadSwitcher:
QUESTION
right now I have a client and server. The server is making screenshots and sending them to my client in byte.
Here I'm getting the bytes and putting them into my texture:
ANSWER
Answered 2019-May-09 at 07:12Ok, I fixed the problem by using an Server and this Nativ Render Plugin. The Render Plugin uses Direct3D and the RenderAPI for setting the texture.
QUESTION
ANSWER
Answered 2018-Sep-30 at 21:31I was able to bring the picture together properly by removing empty space inserted by the following code:
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Install UnityMainThreadDispatcher
Download the UnityMainThreadDispatcher prefab and add it to your scene, or simple create an empty GameObject, call it UnityMainThreadDispatcher.
Download the UnityMainThreadDispatcher.cs script and add it to your prefab
You can now dispatch objects to the main thread in Unity.
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