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Copilot</span><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS NavLink-module__subtitle__X4gkW">Write better code with AI</span></span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0 NavLink-module__link__EG3d4" href="https://github.com/features/ai/github-app" data-analytics-event="{&quot;action&quot;:&quot;github_copilot_app&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;platform&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;github_copilot_app_link_platform_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy 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1.922-1.453 3.375-3.547 3.64.531.344.89 1.094.89 1.954v1.625c0 .468.391.734.86.547C13.781 14.359 16 11.53 16 8.03 16 3.61 12.406 0 7.984 0 3.563 0 0 3.61 0 8.031a7.88 7.88 0 0 0 5.172 7.422c.422.156.828-.125.828-.547v-1.25c-.219.094-.5.156-.75.156-1.031 0-1.64-.562-2.078-1.609-.172-.422-.36-.672-.719-.719-.187-.015-.25-.093-.25-.187 0-.188.313-.328.625-.328.453 0 .844.281 1.25.86.313.452.64.655 1.031.655s.641-.14 1-.5c.266-.265.47-.5.657-.656"></path></svg>GitHub Copilot app</span><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS NavLink-module__subtitle__X4gkW">Direct agents from issue to merge</span></span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0 NavLink-module__link__EG3d4" href="https://github.com/mcp" data-analytics-event="{&quot;action&quot;:&quot;mcp_registry&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;platform&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;mcp_registry_link_platform_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavLink-module__title__Q7t0p"><svg data-component="Octicon" aria-hidden="true" focusable="false" class="octicon octicon-mcp 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NavLink-module__subtitle__X4gkW">Integrate external tools</span></span></a></li></ul></div></li><li><div class="NavGroup-module__group__W8SqJ"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--monospace___QXHDQ Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--100___B2ueX Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavGroup-module__title__Wzxz2" id="_R_9knd_">DEVELOPER WORKFLOWS</span><ul class="NavGroup-module__list__UCOFy" aria-labelledby="_R_9knd_"><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0 NavLink-module__link__EG3d4" href="https://github.com/features/actions" data-analytics-event="{&quot;action&quot;:&quot;actions&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;platform&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;actions_link_platform_navbar&quot;}"><span 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7H4v4a1 1 0 0 0 1 1h4v-1.25C9 9.784 9.784 9 10.75 9h3.5c.966 0 1.75.784 1.75 1.75v3.5A1.75 1.75 0 0 1 14.25 16h-3.5A1.75 1.75 0 0 1 9 14.25v-.75H5A2.5 2.5 0 0 1 2.5 11V7h-.75A1.75 1.75 0 0 1 0 5.25Zm1.75-.25a.25.25 0 0 0-.25.25v3.5c0 .138.112.25.25.25h3.5a.25.25 0 0 0 .25-.25v-3.5a.25.25 0 0 0-.25-.25Zm9 9a.25.25 0 0 0-.25.25v3.5c0 .138.112.25.25.25h3.5a.25.25 0 0 0 .25-.25v-3.5a.25.25 0 0 0-.25-.25Z"></path></svg>Actions</span><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS NavLink-module__subtitle__X4gkW">Automate any workflow</span></span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0 NavLink-module__link__EG3d4" href="https://github.com/features/codespaces" 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Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavLink-module__title__Q7t0p"><svg data-component="Octicon" aria-hidden="true" focusable="false" class="octicon octicon-code NavLink-module__icon__ltGNM" viewBox="0 0 16 16" width="16" height="16" fill="currentColor" display="inline-block" overflow="visible" style="vertical-align:text-bottom"><path d="m11.28 3.22 4.25 4.25a.75.75 0 0 1 0 1.06l-4.25 4.25a.749.749 0 0 1-1.275-.326.749.749 0 0 1 .215-.734L13.94 8l-3.72-3.72a.749.749 0 0 1 .326-1.275.749.749 0 0 1 .734.215Zm-6.56 0a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042L2.06 8l3.72 3.72a.749.749 0 0 1-.326 1.275.749.749 0 0 1-.734-.215L.47 8.53a.75.75 0 0 1 0-1.06Z"></path></svg>Code Review</span><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS NavLink-module__subtitle__X4gkW">Manage code changes</span></span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0 NavLink-module__link__EG3d4" href="https://github.com/features/code-quality" data-analytics-event="{&quot;action&quot;:&quot;code_quality&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;platform&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;code_quality_link_platform_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavLink-module__title__Q7t0p"><svg data-component="Octicon" aria-hidden="true" focusable="false" class="octicon octicon-codescan-checkmark NavLink-module__icon__ltGNM" viewBox="0 0 16 16" width="16" height="16" fill="currentColor" display="inline-block" overflow="visible" style="vertical-align:text-bottom"><path d="M10.28 6.28a.75.75 0 1 0-1.06-1.06L6.25 8.19l-.97-.97a.75.75 0 0 0-1.06 1.06l1.5 1.5a.75.75 0 0 0 1.06 0l3.5-3.5Z"></path><path d="M7.5 15a7.5 7.5 0 1 1 5.807-2.754l2.473 2.474a.749.749 0 0 1-.326 1.275.749.749 0 0 1-.734-.215l-2.474-2.473A7.472 7.472 0 0 1 7.5 15Zm0-13.5a6 6 0 1 0 4.094 10.386.748.748 0 0 1 .293-.292 6.002 6.002 0 0 0 1.117-6.486A6.002 6.002 0 0 0 7.5 1.5Z"></path></svg>Code Quality</span><span class="Primer_Brand__Text-module__Text___XeGJJ 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Primer_Brand__Link-module__Link--label___jM8Ty"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavLink-module__title__Q7t0p"><svg data-component="Octicon" aria-hidden="true" focusable="false" class="octicon octicon-code-square NavLink-module__icon__ltGNM" viewBox="0 0 16 16" width="16" height="16" fill="currentColor" display="inline-block" overflow="visible" style="vertical-align:text-bottom"><path d="M0 1.75C0 .784.784 0 1.75 0h12.5C15.216 0 16 .784 16 1.75v12.5A1.75 1.75 0 0 1 14.25 16H1.75A1.75 1.75 0 0 1 0 14.25Zm1.75-.25a.25.25 0 0 0-.25.25v12.5c0 .138.112.25.25.25h12.5a.25.25 0 0 0 .25-.25V1.75a.25.25 0 0 0-.25-.25Zm7.47 3.97a.75.75 0 0 1 1.06 0l2 2a.75.75 0 0 1 0 1.06l-2 2a.749.749 0 0 1-1.275-.326.749.749 0 0 1 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stroke-width="1.5" stroke-linecap="round"></path></svg></a></div></div></div></li><li><div class="NavDropdown-module__container__l2YeI"><button type="button" class="NavDropdown-module__button__PEHWX" aria-expanded="false" aria-controls="_R_17d_">Solutions<svg data-component="Octicon" aria-hidden="true" focusable="false" class="octicon octicon-triangle-right NavDropdown-module__buttonIcon__Tkl8_" viewBox="0 0 16 16" width="16" height="16" fill="currentColor" display="inline-block" overflow="visible" style="vertical-align:text-bottom"><path d="m6.427 4.427 3.396 3.396a.25.25 0 0 1 0 .354l-3.396 3.396A.25.25 0 0 1 6 11.396V4.604a.25.25 0 0 1 .427-.177Z"></path></svg></button><div id="_R_17d_" class="NavDropdown-module__dropdown__xm1jd"><ul class="NavDropdown-module__list__zuCgG"><li><div class="NavGroup-module__group__W8SqJ"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--monospace___QXHDQ Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--100___B2ueX Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavGroup-module__title__Wzxz2" id="_R_5l7d_">BY COMPANY SIZE</span><ul class="NavGroup-module__list__UCOFy" aria-labelledby="_R_5l7d_"><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/enterprise" data-analytics-event="{&quot;action&quot;:&quot;enterprises&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;enterprises_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">Enterprises</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/team" data-analytics-event="{&quot;action&quot;:&quot;small_and_medium_teams&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;small_and_medium_teams_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">Small and medium teams</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/enterprise/startups" data-analytics-event="{&quot;action&quot;:&quot;startups&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;startups_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">Startups</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/solutions/industry/nonprofits" data-analytics-event="{&quot;action&quot;:&quot;nonprofits&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;nonprofits_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">Nonprofits</span></a></li></ul></div></li><li><div class="NavGroup-module__group__W8SqJ"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--monospace___QXHDQ Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--100___B2ueX Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavGroup-module__title__Wzxz2" id="_R_9l7d_">BY USE CASE</span><ul class="NavGroup-module__list__UCOFy" aria-labelledby="_R_9l7d_"><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/solutions/use-case/app-modernization" data-analytics-event="{&quot;action&quot;:&quot;app_modernization&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;app_modernization_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">App Modernization</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/solutions/use-case/devsecops" data-analytics-event="{&quot;action&quot;:&quot;devsecops&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;devsecops_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">DevSecOps</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/solutions/use-case/devops" data-analytics-event="{&quot;action&quot;:&quot;devops&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;devops_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">DevOps</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/solutions/use-case/ci-cd" data-analytics-event="{&quot;action&quot;:&quot;ci/cd&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;ci/cd_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">CI/CD</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0 Primer_Brand__Link-module__Link--arrow-end___esdN8" href="https://github.com/solutions/use-case" data-analytics-event="{&quot;action&quot;:&quot;view_all_use_cases&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;view_all_use_cases_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">View all use cases</span><svg class="Primer_Brand__ExpandableArrow-module__ExpandableArrow___aaZs9 Primer_Brand__Link-module__Link-arrow___yd78i" width="16" height="16" viewBox="0 0 16 16" fill="none" aria-hidden="true" focusable="false"><path fill="currentColor" d="M7.28033 3.21967C6.98744 2.92678 6.51256 2.92678 6.21967 3.21967C5.92678 3.51256 5.92678 3.98744 6.21967 4.28033L7.28033 3.21967ZM11 8L11.5303 8.53033C11.8232 8.23744 11.8232 7.76256 11.5303 7.46967L11 8ZM6.21967 11.7197C5.92678 12.0126 5.92678 12.4874 6.21967 12.7803C6.51256 13.0732 6.98744 13.0732 7.28033 12.7803L6.21967 11.7197ZM6.21967 4.28033L10.4697 8.53033L11.5303 7.46967L7.28033 3.21967L6.21967 4.28033ZM10.4697 7.46967L6.21967 11.7197L7.28033 12.7803L11.5303 8.53033L10.4697 7.46967Z"></path><path class="Primer_Brand__ExpandableArrow-module__ExpandableArrow-stem___0K8Hz" stroke="currentColor" d="M1.75 8H11" stroke-width="1.5" stroke-linecap="round"></path></svg></a></li></ul></div></li><li><div class="NavGroup-module__group__W8SqJ"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--monospace___QXHDQ Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--100___B2ueX Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavGroup-module__title__Wzxz2" id="_R_dl7d_">BY INDUSTRY</span><ul class="NavGroup-module__list__UCOFy" aria-labelledby="_R_dl7d_"><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/solutions/industry/healthcare" data-analytics-event="{&quot;action&quot;:&quot;healthcare&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;healthcare_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">Healthcare</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/solutions/industry/financial-services" data-analytics-event="{&quot;action&quot;:&quot;financial_services&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;financial_services_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">Financial services</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/solutions/industry/manufacturing" data-analytics-event="{&quot;action&quot;:&quot;manufacturing&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;manufacturing_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">Manufacturing</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/solutions/industry/government" data-analytics-event="{&quot;action&quot;:&quot;government&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;government_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">Government</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0 Primer_Brand__Link-module__Link--arrow-end___esdN8" href="https://github.com/solutions/industry" data-analytics-event="{&quot;action&quot;:&quot;view_all_industries&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;view_all_industries_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">View all industries</span><svg class="Primer_Brand__ExpandableArrow-module__ExpandableArrow___aaZs9 Primer_Brand__Link-module__Link-arrow___yd78i" width="16" height="16" viewBox="0 0 16 16" fill="none" aria-hidden="true" focusable="false"><path fill="currentColor" d="M7.28033 3.21967C6.98744 2.92678 6.51256 2.92678 6.21967 3.21967C5.92678 3.51256 5.92678 3.98744 6.21967 4.28033L7.28033 3.21967ZM11 8L11.5303 8.53033C11.8232 8.23744 11.8232 7.76256 11.5303 7.46967L11 8ZM6.21967 11.7197C5.92678 12.0126 5.92678 12.4874 6.21967 12.7803C6.51256 13.0732 6.98744 13.0732 7.28033 12.7803L6.21967 11.7197ZM6.21967 4.28033L10.4697 8.53033L11.5303 7.46967L7.28033 3.21967L6.21967 4.28033ZM10.4697 7.46967L6.21967 11.7197L7.28033 12.7803L11.5303 8.53033L10.4697 7.46967Z"></path><path class="Primer_Brand__ExpandableArrow-module__ExpandableArrow-stem___0K8Hz" stroke="currentColor" d="M1.75 8H11" stroke-width="1.5" stroke-linecap="round"></path></svg></a></li></ul></div></li></ul><div class="NavDropdown-module__trailingLinkContainer__VgJGL"><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0 Primer_Brand__Link-module__Link--arrow-end___esdN8" href="https://github.com/solutions" data-analytics-event="{&quot;action&quot;:&quot;view_all_solutions&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;solutions&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;view_all_solutions_link_solutions_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">View all solutions</span><svg class="Primer_Brand__ExpandableArrow-module__ExpandableArrow___aaZs9 Primer_Brand__Link-module__Link-arrow___yd78i" width="16" height="16" viewBox="0 0 16 16" fill="none" aria-hidden="true" focusable="false"><path fill="currentColor" d="M7.28033 3.21967C6.98744 2.92678 6.51256 2.92678 6.21967 3.21967C5.92678 3.51256 5.92678 3.98744 6.21967 4.28033L7.28033 3.21967ZM11 8L11.5303 8.53033C11.8232 8.23744 11.8232 7.76256 11.5303 7.46967L11 8ZM6.21967 11.7197C5.92678 12.0126 5.92678 12.4874 6.21967 12.7803C6.51256 13.0732 6.98744 13.0732 7.28033 12.7803L6.21967 11.7197ZM6.21967 4.28033L10.4697 8.53033L11.5303 7.46967L7.28033 3.21967L6.21967 4.28033ZM10.4697 7.46967L6.21967 11.7197L7.28033 12.7803L11.5303 8.53033L10.4697 7.46967Z"></path><path class="Primer_Brand__ExpandableArrow-module__ExpandableArrow-stem___0K8Hz" stroke="currentColor" d="M1.75 8H11" stroke-width="1.5" stroke-linecap="round"></path></svg></a></div></div></div></li><li><div class="NavDropdown-module__container__l2YeI"><button type="button" class="NavDropdown-module__button__PEHWX" aria-expanded="false" aria-controls="_R_1nd_">Resources<svg data-component="Octicon" aria-hidden="true" focusable="false" class="octicon octicon-triangle-right NavDropdown-module__buttonIcon__Tkl8_" viewBox="0 0 16 16" width="16" height="16" fill="currentColor" display="inline-block" overflow="visible" style="vertical-align:text-bottom"><path d="m6.427 4.427 3.396 3.396a.25.25 0 0 1 0 .354l-3.396 3.396A.25.25 0 0 1 6 11.396V4.604a.25.25 0 0 1 .427-.177Z"></path></svg></button><div id="_R_1nd_" class="NavDropdown-module__dropdown__xm1jd"><ul class="NavDropdown-module__list__zuCgG"><li><div class="NavGroup-module__group__W8SqJ"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--monospace___QXHDQ Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--100___B2ueX Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavGroup-module__title__Wzxz2" id="_R_5lnd_">EXPLORE BY TOPIC</span><ul class="NavGroup-module__list__UCOFy" aria-labelledby="_R_5lnd_"><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/resources/articles?topic=ai" data-analytics-event="{&quot;action&quot;:&quot;ai&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;resources&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;ai_link_resources_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">AI</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/resources/articles?topic=software-development" data-analytics-event="{&quot;action&quot;:&quot;software_development&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;resources&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;software_development_link_resources_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">Software Development</span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0" href="https://github.com/resources/articles?topic=devops" data-analytics-event="{&quot;action&quot;:&quot;devops&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;resources&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;devops_link_resources_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS 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style="vertical-align:text-bottom"><path d="M3.75 2h3.5a.75.75 0 0 1 0 1.5h-3.5a.25.25 0 0 0-.25.25v8.5c0 .138.112.25.25.25h8.5a.25.25 0 0 0 .25-.25v-3.5a.75.75 0 0 1 1.5 0v3.5A1.75 1.75 0 0 1 12.25 14h-8.5A1.75 1.75 0 0 1 2 12.25v-8.5C2 2.784 2.784 2 3.75 2Zm6.854-1h4.146a.25.25 0 0 1 .25.25v4.146a.25.25 0 0 1-.427.177L13.03 4.03 9.28 7.78a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042l3.75-3.75-1.543-1.543A.25.25 0 0 1 10.604 1Z"></path></svg></a></li></ul></div></li><li><div class="NavGroup-module__group__W8SqJ"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--monospace___QXHDQ Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--100___B2ueX Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavGroup-module__title__Wzxz2" id="_R_dm7d_">REPOSITORIES</span><ul class="NavGroup-module__list__UCOFy" aria-labelledby="_R_dm7d_"><li><a class="Primer_Brand__Link-module__Link___lF11y 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class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty">Collections</span></a></li></ul></div></li></ul></div></div></li><li><div class="NavDropdown-module__container__l2YeI"><button type="button" class="NavDropdown-module__button__PEHWX" aria-expanded="false" aria-controls="_R_2nd_">Enterprise<svg data-component="Octicon" aria-hidden="true" focusable="false" class="octicon octicon-triangle-right NavDropdown-module__buttonIcon__Tkl8_" viewBox="0 0 16 16" width="16" height="16" fill="currentColor" display="inline-block" overflow="visible" style="vertical-align:text-bottom"><path d="m6.427 4.427 3.396 3.396a.25.25 0 0 1 0 .354l-3.396 3.396A.25.25 0 0 1 6 11.396V4.604a.25.25 0 0 1 .427-.177Z"></path></svg></button><div id="_R_2nd_" class="NavDropdown-module__dropdown__xm1jd"><ul class="NavDropdown-module__list__zuCgG"><li><div class="NavGroup-module__group__W8SqJ"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--monospace___QXHDQ Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--100___B2ueX Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavGroup-module__title__Wzxz2" id="_R_5mnd_">ENTERPRISE SOLUTIONS</span><ul class="NavGroup-module__list__UCOFy" aria-labelledby="_R_5mnd_"><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0 NavLink-module__link__EG3d4" href="https://github.com/enterprise" data-analytics-event="{&quot;action&quot;:&quot;enterprise_platform&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;enterprise&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;enterprise_platform_link_enterprise_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavLink-module__title__Q7t0p"><svg data-component="Octicon" aria-hidden="true" focusable="false" class="octicon octicon-stack NavLink-module__icon__ltGNM" viewBox="0 0 16 16" width="16" height="16" fill="currentColor" display="inline-block" overflow="visible" style="vertical-align:text-bottom"><path d="M7.122.392a1.75 1.75 0 0 1 1.756 0l5.003 2.902c.83.481.83 1.68 0 2.162L8.878 8.358a1.75 1.75 0 0 1-1.756 0L2.119 5.456a1.251 1.251 0 0 1 0-2.162ZM8.125 1.69a.248.248 0 0 0-.25 0l-4.63 2.685 4.63 2.685a.248.248 0 0 0 .25 0l4.63-2.685ZM1.601 7.789a.75.75 0 0 1 1.025-.273l5.249 3.044a.248.248 0 0 0 .25 0l5.249-3.044a.75.75 0 0 1 .752 1.298l-5.248 3.044a1.75 1.75 0 0 1-1.756 0L1.874 8.814A.75.75 0 0 1 1.6 7.789Zm0 3.5a.75.75 0 0 1 1.025-.273l5.249 3.044a.248.248 0 0 0 .25 0l5.249-3.044a.75.75 0 0 1 .752 1.298l-5.248 3.044a1.75 1.75 0 0 1-1.756 0l-5.248-3.044a.75.75 0 0 1-.273-1.025Z"></path></svg>Enterprise platform</span><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS NavLink-module__subtitle__X4gkW">AI-powered developer platform</span></span></a></li></ul></div></li><li><div class="NavGroup-module__group__W8SqJ"><span class="Primer_Brand__Text-module__Text___XeGJJ 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1.217-1.667l5.25-1.68a1.748 1.748 0 0 1 1.066 0Zm-.61 1.429.001.001-5.25 1.68a.251.251 0 0 0-.174.237V7c0 1.36.275 2.666 1.057 3.859.784 1.194 2.121 2.342 4.366 3.298a.196.196 0 0 0 .154 0c2.245-.957 3.582-2.103 4.366-3.297C13.225 9.666 13.5 8.358 13.5 7V3.48a.25.25 0 0 0-.174-.238l-5.25-1.68a.25.25 0 0 0-.153 0ZM11.28 6.28l-3.5 3.5a.75.75 0 0 1-1.06 0l-1.5-1.5a.749.749 0 0 1 .326-1.275.749.749 0 0 1 .734.215l.97.97 2.97-2.97a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042Z"></path></svg>GitHub Advanced Security</span><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS NavLink-module__subtitle__X4gkW">Enterprise-grade security features</span></span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0 NavLink-module__link__EG3d4" href="https://github.com/features/copilot/copilot-business" data-analytics-event="{&quot;action&quot;:&quot;copilot_for_business&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;enterprise&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;copilot_for_business_link_enterprise_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavLink-module__title__Q7t0p"><svg data-component="Octicon" aria-hidden="true" focusable="false" class="octicon octicon-copilot NavLink-module__icon__ltGNM" viewBox="0 0 16 16" width="16" height="16" fill="currentColor" display="inline-block" overflow="visible" style="vertical-align:text-bottom"><path d="M7.998 15.035c-4.562 0-7.873-2.914-7.998-3.749V9.338c.085-.628.677-1.686 1.588-2.065.013-.07.024-.143.036-.218.029-.183.06-.384.126-.612-.201-.508-.254-1.084-.254-1.656 0-.87.128-1.769.693-2.484.579-.733 1.494-1.124 2.724-1.261 1.206-.134 2.262.034 2.944.765.05.053.096.108.139.165.044-.057.094-.112.143-.165.682-.731 1.738-.899 2.944-.765 1.23.137 2.145.528 2.724 1.261.566.715.693 1.614.693 2.484 0 .572-.053 1.148-.254 1.656.066.228.098.429.126.612.012.076.024.148.037.218.924.385 1.522 1.471 1.591 2.095v1.872c0 .766-3.351 3.795-8.002 3.795Zm0-1.485c2.28 0 4.584-1.11 5.002-1.433V7.862l-.023-.116c-.49.21-1.075.291-1.727.291-1.146 0-2.059-.327-2.71-.991A3.222 3.222 0 0 1 8 6.303a3.24 3.24 0 0 1-.544.743c-.65.664-1.563.991-2.71.991-.652 0-1.236-.081-1.727-.291l-.023.116v4.255c.419.323 2.722 1.433 5.002 1.433ZM6.762 2.83c-.193-.206-.637-.413-1.682-.297-1.019.113-1.479.404-1.713.7-.247.312-.369.789-.369 1.554 0 .793.129 1.171.308 1.371.162.181.519.379 1.442.379.853 0 1.339-.235 1.638-.54.315-.322.527-.827.617-1.553.117-.935-.037-1.395-.241-1.614Zm4.155-.297c-1.044-.116-1.488.091-1.681.297-.204.219-.359.679-.242 1.614.091.726.303 1.231.618 1.553.299.305.784.54 1.638.54.922 0 1.28-.198 1.442-.379.179-.2.308-.578.308-1.371 0-.765-.123-1.242-.37-1.554-.233-.296-.693-.587-1.713-.7Z"></path><path d="M6.25 9.037a.75.75 0 0 1 .75.75v1.501a.75.75 0 0 1-1.5 0V9.787a.75.75 0 0 1 .75-.75Zm4.25.75v1.501a.75.75 0 0 1-1.5 0V9.787a.75.75 0 0 1 1.5 0Z"></path></svg>Copilot for Business</span><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS NavLink-module__subtitle__X4gkW">Enterprise-grade AI features</span></span></a></li><li><a class="Primer_Brand__Link-module__Link___lF11y Primer_Brand__Link-module__Link--default___VRVW0 NavLink-module__link__EG3d4" href="https://github.com/enterprise/premium-support" data-analytics-event="{&quot;action&quot;:&quot;premium_support&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;enterprise&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;premium_support_link_enterprise_navbar&quot;}"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Link-module__Link--label___jM8Ty"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS Primer_Brand__Text-module__Text--weight-medium___qJKf_ NavLink-module__title__Q7t0p"><svg data-component="Octicon" aria-hidden="true" focusable="false" class="octicon octicon-comment-discussion NavLink-module__icon__ltGNM" viewBox="0 0 16 16" width="16" height="16" fill="currentColor" display="inline-block" overflow="visible" style="vertical-align:text-bottom"><path d="M1.75 1h8.5c.966 0 1.75.784 1.75 1.75v5.5A1.75 1.75 0 0 1 10.25 10H7.061l-2.574 2.573A1.458 1.458 0 0 1 2 11.543V10h-.25A1.75 1.75 0 0 1 0 8.25v-5.5C0 1.784.784 1 1.75 1ZM1.5 2.75v5.5c0 .138.112.25.25.25h1a.75.75 0 0 1 .75.75v2.19l2.72-2.72a.749.749 0 0 1 .53-.22h3.5a.25.25 0 0 0 .25-.25v-5.5a.25.25 0 0 0-.25-.25h-8.5a.25.25 0 0 0-.25.25Zm13 2a.25.25 0 0 0-.25-.25h-.5a.75.75 0 0 1 0-1.5h.5c.966 0 1.75.784 1.75 1.75v5.5A1.75 1.75 0 0 1 14.25 12H14v1.543a1.458 1.458 0 0 1-2.487 1.03L9.22 12.28a.749.749 0 0 1 .326-1.275.749.749 0 0 1 .734.215l2.22 2.22v-2.19a.75.75 0 0 1 .75-.75h1a.25.25 0 0 0 .25-.25Z"></path></svg>Premium Support</span><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--muted___rE6mh Primer_Brand__Text-module__Text--200____P1wy Primer_Brand__Text-module__Text--antialiased___TYoXS NavLink-module__subtitle__X4gkW">Enterprise-grade 24/7 support</span></span></a></li></ul></div></li></ul></div></div></li><li><a href="https://github.com/pricing" data-analytics-event="{&quot;action&quot;:&quot;pricing&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;pricing&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;pricing_link_pricing_navbar&quot;}" class="MarketingNavigation-module__navLink__hUomM">Pricing</a></li></ul></nav><div class="MarketingHeader-module__ctaContainer__tBmPz"><div class="HeaderSearch-module__searchSlot__oVOUS"><button class="Primer_Brand__Button-module__Button___scH9Z Primer_Brand__Button-module__Button--subtle___F7pEE Primer_Brand__Button-module__Button--size-small___zQrEw HeaderSearch-module__trigger__zsF9q" type="button" aria-haspopup="dialog" aria-expanded="false" aria-label="Search or jump to, type / to search" data-analytics-event="{&quot;action&quot;:&quot;searchbar&quot;,&quot;tag&quot;:&quot;input&quot;,&quot;context&quot;:&quot;global&quot;,&quot;location&quot;:&quot;navbar&quot;,&quot;label&quot;:&quot;searchbar_input_global_navbar&quot;}"><span class="Primer_Brand__Button-module__Button__text___ED0bX"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--100___B2ueX Primer_Brand__Text-module__Text--weight-medium___qJKf_ Primer_Brand__Button-module__Button--label___qrkyz Primer_Brand__Button-module__Button--label-subtle___8ndWH"><span class="HeaderSearch-module__content__kMpxU"><svg data-component="Octicon" aria-hidden="true" focusable="false" class="octicon octicon-search HeaderSearch-module__icon__wcrHX" viewBox="0 0 16 16" width="16" height="16" fill="currentColor" display="inline-block" overflow="visible" style="vertical-align:text-bottom"><path d="M10.68 11.74a6 6 0 0 1-7.922-8.982 6 6 0 0 1 8.982 7.922l3.04 3.04a.749.749 0 0 1-.326 1.275.749.749 0 0 1-.734-.215ZM11.5 7a4.499 4.499 0 1 0-8.997 0A4.499 4.499 0 0 0 11.5 7Z"></path></svg><span class="HeaderSearch-module__label__d1iWG">Search</span><kbd class="HeaderSearch-module__kbd__HNG0o" aria-hidden="true">/</kbd></span></span></span></button><div class="d-none"></div></div><div class="AuthCTAs-module__signInWrap__q2P60"><a class="Primer_Brand__Button-module__Button___scH9Z Primer_Brand__Button-module__Button--subtle___F7pEE Primer_Brand__Button-module__Button--size-small___zQrEw AuthCTAs-module__cta__WpwQq AuthCTAs-module__desktopActionGap__UZuXT AuthCTAs-module__hiddenBelowLg__BfKBw" href="/login?return_to=https%3A%2F%2Fgithub.com%2FCysharp%2FUniTask%2Fblob%2Fmaster%2FREADME.md" data-analytics-event="{&quot;action&quot;:&quot;sign_in&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;auth_cta&quot;,&quot;location&quot;:&quot;header&quot;,&quot;label&quot;:&quot;sign_in_link_auth_cta_header&quot;}" data-hydro-click="{&quot;event_type&quot;:&quot;authentication.click&quot;,&quot;payload&quot;:{&quot;location_in_page&quot;:&quot;site header menu&quot;,&quot;repository_id&quot;:null,&quot;auth_type&quot;:&quot;SIGN_UP&quot;,&quot;originating_url&quot;:&quot;https://github.com/Cysharp/UniTask/blob/master/README.md&quot;,&quot;user_id&quot;:null}}" data-hydro-click-hmac="c92f875a235d79997a22389fccc13c25c7055595433955c3c9be1f6fab196d81"><span class="Primer_Brand__Button-module__Button__text___ED0bX"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--100___B2ueX Primer_Brand__Text-module__Text--weight-medium___qJKf_ Primer_Brand__Button-module__Button--label___qrkyz Primer_Brand__Button-module__Button--label-subtle___8ndWH">Sign in</span></span></a></div><a class="Primer_Brand__Button-module__Button___scH9Z Primer_Brand__Button-module__Button--secondary___gHnw_ Primer_Brand__Button-module__Button--size-small___zQrEw AuthCTAs-module__cta__WpwQq" href="/signup?ref_cta=Sign+up&amp;ref_loc=header+logged+out&amp;ref_page=%2F%3Cuser-name%3E%2F%3Crepo-name%3E%2Fblob%2Fshow&amp;source=header-repo&amp;source_repo=Cysharp%2FUniTask" data-analytics-event="{&quot;action&quot;:&quot;sign_up&quot;,&quot;tag&quot;:&quot;link&quot;,&quot;context&quot;:&quot;auth_cta&quot;,&quot;location&quot;:&quot;header&quot;,&quot;label&quot;:&quot;sign_up_link_auth_cta_header&quot;}" data-hydro-click="{&quot;event_type&quot;:&quot;authentication.click&quot;,&quot;payload&quot;:{&quot;location_in_page&quot;:&quot;site header menu&quot;,&quot;repository_id&quot;:null,&quot;auth_type&quot;:&quot;SIGN_UP&quot;,&quot;originating_url&quot;:&quot;https://github.com/Cysharp/UniTask/blob/master/README.md&quot;,&quot;user_id&quot;:null}}" data-hydro-click-hmac="c92f875a235d79997a22389fccc13c25c7055595433955c3c9be1f6fab196d81"><span class="Primer_Brand__Button-module__Button__text___ED0bX"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--100___B2ueX Primer_Brand__Text-module__Text--weight-medium___qJKf_ Primer_Brand__Button-module__Button--label___qrkyz Primer_Brand__Button-module__Button--label-secondary___eJ0_a">Sign up</span></span></a><button class="Primer_Brand__Button-module__Button___scH9Z Primer_Brand__Button-module__Button--subtle___F7pEE Primer_Brand__Button-module__Button--size-small___zQrEw HeaderAppearanceSettings-module__trigger__hUheK" type="button" aria-haspopup="dialog" aria-labelledby="_R_fbd_"><span class="Primer_Brand__Button-module__Button__leading-visual___jjtTe" data-testid="Button-leading-visual"><svg data-component="Octicon" focusable="false" aria-hidden="true" class="octicon octicon-sliders Primer_Brand__Button-module__Button__icon-visual____qybb" viewBox="0 0 16 16" width="16" height="16" fill="currentColor" display="inline-block" overflow="visible" style="vertical-align:text-bottom"><path d="M15 2.75a.75.75 0 0 1-.75.75h-4a.75.75 0 0 1 0-1.5h4a.75.75 0 0 1 .75.75Zm-8.5.75v1.25a.75.75 0 0 0 1.5 0v-4a.75.75 0 0 0-1.5 0V2H1.75a.75.75 0 0 0 0 1.5H6.5Zm1.25 5.25a.75.75 0 0 0 0-1.5h-6a.75.75 0 0 0 0 1.5h6ZM15 8a.75.75 0 0 1-.75.75H11.5V10a.75.75 0 1 1-1.5 0V6a.75.75 0 0 1 1.5 0v1.25h2.75A.75.75 0 0 1 15 8Zm-9 5.25v-2a.75.75 0 0 0-1.5 0v1.25H1.75a.75.75 0 0 0 0 1.5H4.5v1.25a.75.75 0 0 0 1.5 0v-2Zm9 0a.75.75 0 0 1-.75.75h-6a.75.75 0 0 1 0-1.5h6a.75.75 0 0 1 .75.75Z"></path></svg></span><span class="Primer_Brand__Button-module__Button__text___ED0bX"><span class="Primer_Brand__Text-module__Text___XeGJJ Primer_Brand__Text-module__Text-font--mona-sans___a8XJD Primer_Brand__Text-module__Text--default___GhPh_ Primer_Brand__Text-module__Text--100___B2ueX Primer_Brand__Text-module__Text--weight-medium___qJKf_ Primer_Brand__Button-module__Button--label___qrkyz Primer_Brand__Button-module__Button--label-subtle___8ndWH"></span></span></button><div class="Primer_Brand__Tooltip-module__Tooltip___0Eipx" data-direction="s" aria-hidden="true" id="_R_fbd_">Appearance settings</div></div></div></div></div><div class="MarketingHeader-module__bottomBorder__uZT38" aria-hidden="true"></div></header></div></div>
</react-partial>



      <div hidden="hidden" data-view-component="true" class="js-stale-session-flash stale-session-flash flash flash-warn flash-full">
  
        <svg aria-hidden="true" data-component="Octicon" height="16" viewBox="0 0 16 16" version="1.1" width="16" data-view-component="true" class="octicon octicon-alert">
    <path d="M6.457 1.047c.659-1.234 2.427-1.234 3.086 0l6.082 11.378A1.75 1.75 0 0 1 14.082 15H1.918a1.75 1.75 0 0 1-1.543-2.575Zm1.763.707a.25.25 0 0 0-.44 0L1.698 13.132a.25.25 0 0 0 .22.368h12.164a.25.25 0 0 0 .22-.368Zm.53 3.996v2.5a.75.75 0 0 1-1.5 0v-2.5a.75.75 0 0 1 1.5 0ZM9 11a1 1 0 1 1-2 0 1 1 0 0 1 2 0Z"></path>
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        <span class="js-stale-session-flash-signed-in" hidden>You signed in with another tab or window. <a class="Link--inTextBlock" href="">Reload</a> to refresh your session.</span>
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    <button id="icon-button-5e30baad-acce-4d48-a585-af587ad77bfc" aria-labelledby="tooltip-2e442908-f0b6-45c9-9d1f-8bd8161195c6" type="button" data-view-component="true" class="Button Button--iconOnly Button--invisible Button--medium flash-close js-flash-close">  <svg aria-hidden="true" data-component="Octicon" height="16" viewBox="0 0 16 16" version="1.1" width="16" data-view-component="true" class="octicon octicon-x Button-visual">
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</button><tool-tip id="tooltip-2e442908-f0b6-45c9-9d1f-8bd8161195c6" for="icon-button-5e30baad-acce-4d48-a585-af587ad77bfc" popover="manual" data-direction="s" data-type="label" data-view-component="true" class="sr-only position-absolute">Dismiss alert</tool-tip>


  
</div>
    </div>

  <div id="start-of-content" class="show-on-focus"></div>








    <div id="js-flash-container" class="flash-container" data-turbo-replace>





  <template class="js-flash-template">
    
<div class="flash flash-full   {{ className }}">
  <div >
    <button autofocus class="flash-close js-flash-close" type="button" aria-label="Dismiss this message">
      <svg aria-hidden="true" data-component="Octicon" height="16" viewBox="0 0 16 16" version="1.1" width="16" data-view-component="true" class="octicon octicon-x">
    <path d="M3.72 3.72a.75.75 0 0 1 1.06 0L8 6.94l3.22-3.22a.749.749 0 0 1 1.275.326.749.749 0 0 1-.215.734L9.06 8l3.22 3.22a.749.749 0 0 1-.326 1.275.749.749 0 0 1-.734-.215L8 9.06l-3.22 3.22a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042L6.94 8 3.72 4.78a.75.75 0 0 1 0-1.06Z"></path>
</svg>
    </button>
    <div aria-atomic="true" role="alert" class="js-flash-alert">
      
      <div>{{ message }}</div>

    </div>
  </div>
</div>
  </template>
</div>


    






  <div
    class="application-main "
    data-commit-hovercards-enabled
    data-discussion-hovercards-enabled
    data-issue-and-pr-hovercards-enabled
    data-project-hovercards-enabled
  >
        <div itemscope itemtype="http://schema.org/SoftwareSourceCode" class="">
    <main id="js-repo-pjax-container" >
      
      
    

      <include-fragment src="/in-product-messaging/budget-threshold-banner?organization=Cysharp" data-nonce="v2:33c23906-a884-c316-0b92-2f449e1124de" data-view-component="true">
  
  <div data-show-on-forbidden-error hidden>
    <div class="Box">
  <div class="blankslate-container">
    <div data-view-component="true" class="blankslate blankslate-spacious color-bg-default rounded-2">
      

      <h3 data-view-component="true" class="blankslate-heading">        Uh oh!
</h3>
      <p data-view-component="true" class="blankslate-description">        <p class="color-fg-muted my-2 mb-2 ws-normal">There was an error while loading. <a class="Link--inTextBlock" data-turbo="false" href="" aria-label="Please reload this page">Please reload this page</a>.</p>
</p>

</div>  </div>
</div>  </div>
</include-fragment>

    








  

    <div id="repository-container-header"  class="tmp-pt-3 hide-full-screen" style="background-color: var(--page-header-bgColor, var(--color-page-header-bg));" data-turbo-replace>

        <div class="d-flex flex-nowrap flex-justify-end tmp-mb-3  tmp-px-3 tmp-px-lg-5" style="gap: 1rem;">

          <div class="flex-auto min-width-0 width-fit">
              
  <div class=" d-flex flex-wrap flex-items-center wb-break-word f3 text-normal">
      <svg aria-hidden="true" data-component="Octicon" height="16" viewBox="0 0 16 16" version="1.1" width="16" data-view-component="true" class="octicon octicon-repo color-fg-muted mr-2 tmp-mr-2">
    <path d="M2 2.5A2.5 2.5 0 0 1 4.5 0h8.75a.75.75 0 0 1 .75.75v12.5a.75.75 0 0 1-.75.75h-2.5a.75.75 0 0 1 0-1.5h1.75v-2h-8a1 1 0 0 0-.714 1.7.75.75 0 1 1-1.072 1.05A2.495 2.495 0 0 1 2 11.5Zm10.5-1h-8a1 1 0 0 0-1 1v6.708A2.486 2.486 0 0 1 4.5 9h8ZM5 12.25a.25.25 0 0 1 .25-.25h3.5a.25.25 0 0 1 .25.25v3.25a.25.25 0 0 1-.4.2l-1.45-1.087a.249.249 0 0 0-.3 0L5.4 15.7a.25.25 0 0 1-.4-.2Z"></path>
</svg>
    
    <span class="author flex-self-stretch" itemprop="author">
      <a class="url fn" rel="author" data-hovercard-type="organization" data-hovercard-url="/orgs/Cysharp/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="/Cysharp">
        Cysharp
</a>    </span>
    <span class="mx-1 flex-self-stretch color-fg-muted">/</span>
    <strong itemprop="name" class="mr-2 flex-self-stretch">
      <a data-pjax="#repo-content-pjax-container" data-turbo-frame="repo-content-turbo-frame" href="/Cysharp/UniTask">UniTask</a>
    </strong>

    <span></span><span class="Label Label--secondary v-align-middle mr-1">Public</span>
  </div>


          </div>

          <div id="repository-details-container" class="flex-shrink-0" data-turbo-replace style="max-width: 70%;">
              <ul class="pagehead-actions flex-shrink-0 d-none d-md-inline" style="padding: 2px 0;">
    
        <li>
          <include-fragment src="/Cysharp/UniTask/sponsor_button" data-nonce="v2:33c23906-a884-c316-0b92-2f449e1124de" data-view-component="true">
  
  <div data-show-on-forbidden-error hidden>
    <div class="Box">
  <div class="blankslate-container">
    <div data-view-component="true" class="blankslate blankslate-spacious color-bg-default rounded-2">
      

      <h3 data-view-component="true" class="blankslate-heading">        Uh oh!
</h3>
      <p data-view-component="true" class="blankslate-description">        <p class="color-fg-muted my-2 mb-2 ws-normal">There was an error while loading. <a class="Link--inTextBlock" data-turbo="false" href="" aria-label="Please reload this page">Please reload this page</a>.</p>
</p>

</div>  </div>
</div>  </div>
</include-fragment>
        </li>

      

  <li>
            <a href="/login?return_to=%2FCysharp%2FUniTask" rel="nofollow" id="repository-details-watch-button" data-hydro-click="{&quot;event_type&quot;:&quot;authentication.click&quot;,&quot;payload&quot;:{&quot;location_in_page&quot;:&quot;notification subscription menu watch&quot;,&quot;repository_id&quot;:null,&quot;auth_type&quot;:&quot;LOG_IN&quot;,&quot;originating_url&quot;:&quot;https://github.com/Cysharp/UniTask/blob/master/README.md&quot;,&quot;user_id&quot;:null}}" data-hydro-click-hmac="e2cf9e1122972093b92c2b9cf8b3b56a9e7b4cdbca18f3e6379a2901699c7c3f" aria-label="You must be signed in to change notification settings" data-view-component="true" class="btn-sm btn">    <svg aria-hidden="true" data-component="Octicon" height="16" viewBox="0 0 16 16" version="1.1" width="16" data-view-component="true" class="octicon octicon-bell mr-2 tmp-mr-2">
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</svg>Notifications
</a>    <tool-tip id="tooltip-441b7fa4-af5b-49ff-bbf9-53b350149dd0" for="repository-details-watch-button" popover="manual" data-direction="s" data-type="description" data-view-component="true" class="sr-only position-absolute">You must be signed in to change notification settings</tool-tip>

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  <script type="application/json" data-target="react-app.embeddedData">{"payload":{"codeViewBlobRoute":{"csv":null,"csvError":null,"headerInfo":{"toc":[{"level":1,"text":"UniTask","anchor":"unitask","htmlText":"UniTask"},{"level":2,"text":"Table of Contents","anchor":"table-of-contents","htmlText":"Table of Contents"},{"level":2,"text":"Getting started","anchor":"getting-started","htmlText":"Getting started"},{"level":2,"text":"Basics of UniTask and AsyncOperation","anchor":"basics-of-unitask-and-asyncoperation","htmlText":"Basics of UniTask and AsyncOperation"},{"level":2,"text":"Cancellation and Exception handling","anchor":"cancellation-and-exception-handling","htmlText":"Cancellation and Exception handling"},{"level":2,"text":"Timeout handling","anchor":"timeout-handling","htmlText":"Timeout handling"},{"level":2,"text":"Progress","anchor":"progress","htmlText":"Progress"},{"level":2,"text":"PlayerLoop","anchor":"playerloop","htmlText":"PlayerLoop"},{"level":2,"text":"async void vs async UniTaskVoid","anchor":"async-void-vs-async-unitaskvoid","htmlText":"async void vs async UniTaskVoid"},{"level":2,"text":"UniTaskTracker","anchor":"unitasktracker","htmlText":"UniTaskTracker"},{"level":2,"text":"External Assets","anchor":"external-assets","htmlText":"External Assets"},{"level":2,"text":"AsyncEnumerable and Async LINQ","anchor":"asyncenumerable-and-async-linq","htmlText":"AsyncEnumerable and Async LINQ"},{"level":2,"text":"Awaitable Events","anchor":"awaitable-events","htmlText":"Awaitable Events"},{"level":2,"text":"Channel","anchor":"channel","htmlText":"Channel"},{"level":2,"text":"vs Awaitable","anchor":"vs-awaitable","htmlText":"vs Awaitable"},{"level":2,"text":"For Unit Testing","anchor":"for-unit-testing","htmlText":"For Unit Testing"},{"level":2,"text":"ThreadPool limitation","anchor":"threadpool-limitation","htmlText":"ThreadPool limitation"},{"level":2,"text":"IEnumerator.ToUniTask limitation","anchor":"ienumeratortounitask-limitation","htmlText":"IEnumerator.ToUniTask limitation"},{"level":2,"text":"For UnityEditor","anchor":"for-unityeditor","htmlText":"For UnityEditor"},{"level":2,"text":"Compare with Standard Task API","anchor":"compare-with-standard-task-api","htmlText":"Compare with Standard Task API"},{"level":2,"text":"Pooling Configuration","anchor":"pooling-configuration","htmlText":"Pooling Configuration"},{"level":2,"text":"Allocation on Profiler","anchor":"allocation-on-profiler","htmlText":"Allocation on Profiler"},{"level":2,"text":"UniTaskSynchronizationContext","anchor":"unitasksynchronizationcontext","htmlText":"UniTaskSynchronizationContext"},{"level":2,"text":"API References","anchor":"api-references","htmlText":"API References"},{"level":2,"text":"UPM Package","anchor":"upm-package","htmlText":"UPM Package"},{"level":3,"text":"Install via git URL","anchor":"install-via-git-url","htmlText":"Install via git URL"},{"level":2,"text":".NET Core","anchor":"net-core","htmlText":".NET Core"},{"level":2,"text":"License","anchor":"license","htmlText":"License"}]},"issueTemplate":null,"discussionTemplate":null,"richText":"\u003carticle class=\"markdown-body entry-content container-lg\" itemprop=\"text\"\u003e\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch1 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eUniTask\u003c/h1\u003e\u003ca id=\"user-content-unitask\" class=\"anchor\" aria-label=\"Permalink: UniTask\" href=\"#unitask\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003e\u003ca href=\"https://github.com/Cysharp/UniTask/actions\"\u003e\u003cimg src=\"https://github.com/Cysharp/UniTask/workflows/Build-Debug/badge.svg\" alt=\"GitHub Actions\" style=\"max-width: 100%;\"\u003e\u003c/a\u003e \u003ca href=\"https://github.com/Cysharp/UniTask/releases\"\u003e\u003cimg src=\"https://camo.githubusercontent.com/652895bfec7d6048d24e728db9ef0abb4bb6d639a3ddc84b9d3db510b6578ad6/68747470733a2f2f696d672e736869656c64732e696f2f6769746875622f72656c656173652f437973686172702f556e695461736b2e737667\" alt=\"Releases\" data-canonical-src=\"https://img.shields.io/github/release/Cysharp/UniTask.svg\" style=\"max-width: 100%;\"\u003e\u003c/a\u003e \u003ca href=\"https://github.com/Cysharp/UniTask/blob/master/README_CN.md\"\u003e\u003cimg src=\"https://camo.githubusercontent.com/890d3ba3c28b20897aebd87e336b5efb8ab472fd365c64ad2b6f290756f05574/68747470733a2f2f696d672e736869656c64732e696f2f62616467652f556e695461736b2d2545342542382541442545362539362538372545362539362538372545362541312541332d726564\" alt=\"Readme_CN\" data-canonical-src=\"https://img.shields.io/badge/UniTask-%E4%B8%AD%E6%96%87%E6%96%87%E6%A1%A3-red\" style=\"max-width: 100%;\"\u003e\u003c/a\u003e\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eProvides an efficient allocation free async/await integration for Unity.\u003c/p\u003e\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003eStruct based \u003ccode\u003eUniTask\u0026lt;T\u0026gt;\u003c/code\u003e and custom AsyncMethodBuilder to achieve zero allocation\u003c/li\u003e\n\u003cli\u003eMakes all Unity AsyncOperations and Coroutines awaitable\u003c/li\u003e\n\u003cli\u003ePlayerLoop based task(\u003ccode\u003eUniTask.Yield\u003c/code\u003e, \u003ccode\u003eUniTask.Delay\u003c/code\u003e, \u003ccode\u003eUniTask.DelayFrame\u003c/code\u003e, etc..) that enable replacing all coroutine operations\u003c/li\u003e\n\u003cli\u003eMonoBehaviour Message Events and uGUI Events as awaitable/async-enumerable\u003c/li\u003e\n\u003cli\u003eRuns completely on Unity's PlayerLoop so doesn't use threads and runs on WebGL, wasm, etc.\u003c/li\u003e\n\u003cli\u003eAsynchronous LINQ, with Channel and AsyncReactiveProperty\u003c/li\u003e\n\u003cli\u003eTaskTracker window to prevent memory leaks\u003c/li\u003e\n\u003cli\u003eHighly compatible behaviour with Task/ValueTask/IValueTaskSource\u003c/li\u003e\n\u003c/ul\u003e\n\u003cp dir=\"auto\"\u003eFor technical details, see blog post: \u003ca href=\"https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd\" rel=\"nofollow\"\u003eUniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ\n\u003c/a\u003e\u003cbr\u003e\nFor advanced tips, see blog post: \u003ca href=\"https://medium.com/@neuecc/extends-unitywebrequest-via-async-decorator-pattern-advanced-techniques-of-unitask-ceff9c5ee846\" rel=\"nofollow\"\u003eExtends UnityWebRequest via async decorator pattern — Advanced Techniques of UniTask\u003c/a\u003e\u003c/p\u003e\n\n\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eTable of Contents\u003c/h2\u003e\u003ca id=\"user-content-table-of-contents\" class=\"anchor\" aria-label=\"Permalink: Table of Contents\" href=\"#table-of-contents\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003e\u003ca href=\"#getting-started\"\u003eGetting started\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#basics-of-unitask-and-asyncoperation\"\u003eBasics of UniTask and AsyncOperation\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#cancellation-and-exception-handling\"\u003eCancellation and Exception handling\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#timeout-handling\"\u003eTimeout handling\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#progress\"\u003eProgress\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#playerloop\"\u003ePlayerLoop\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#async-void-vs-async-unitaskvoid\"\u003easync void vs async UniTaskVoid\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#unitasktracker\"\u003eUniTaskTracker\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#external-assets\"\u003eExternal Assets\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#asyncenumerable-and-async-linq\"\u003eAsyncEnumerable and Async LINQ\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#awaitable-events\"\u003eAwaitable Events\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#channel\"\u003eChannel\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#vs-awaitable\"\u003evs Awaitable\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#for-unit-testing\"\u003eFor Unit Testing\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#threadpool-limitation\"\u003eThreadPool limitation\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#ienumeratortounitask-limitation\"\u003eIEnumerator.ToUniTask limitation\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#for-unityeditor\"\u003eFor UnityEditor\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#compare-with-standard-task-api\"\u003eCompare with Standard Task API\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#pooling-configuration\"\u003ePooling Configuration\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#allocation-on-profiler\"\u003eAllocation on Profiler\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#unitasksynchronizationcontext\"\u003eUniTaskSynchronizationContext\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#api-references\"\u003eAPI References\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#upm-package\"\u003eUPM Package\u003c/a\u003e\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003e\u003ca href=\"#install-via-git-url\"\u003eInstall via git URL\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e\n\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#net-core\"\u003e.NET Core\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"#license\"\u003eLicense\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e\n\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eGetting started\u003c/h2\u003e\u003ca id=\"user-content-getting-started\" class=\"anchor\" aria-label=\"Permalink: Getting started\" href=\"#getting-started\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eInstall via \u003ca href=\"#upm-package\"\u003eUPM package\u003c/a\u003e with git reference or asset package(\u003ccode\u003eUniTask.*.*.*.unitypackage\u003c/code\u003e) available in \u003ca href=\"https://github.com/Cysharp/UniTask/releases\"\u003eUniTask/releases\u003c/a\u003e.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"// extension awaiter/methods can be used by this namespace\nusing Cysharp.Threading.Tasks;\n\n// You can return type as struct UniTask\u0026lt;T\u0026gt;(or UniTask), it is unity specialized lightweight alternative of Task\u0026lt;T\u0026gt;\n// zero allocation and fast excution for zero overhead async/await integrate with Unity\nasync UniTask\u0026lt;string\u0026gt; DemoAsync()\n{\n    // You can await Unity's AsyncObject\n    var asset = await Resources.LoadAsync\u0026lt;TextAsset\u0026gt;(\u0026quot;foo\u0026quot;);\n    var txt = (await UnityWebRequest.Get(\u0026quot;https://...\u0026quot;).SendWebRequest()).downloadHandler.text;\n    await SceneManager.LoadSceneAsync(\u0026quot;scene2\u0026quot;);\n\n    // .WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject\n    // after Unity 2022.2, you can use `destroyCancellationToken` in MonoBehaviour\n    var asset2 = await Resources.LoadAsync\u0026lt;TextAsset\u0026gt;(\u0026quot;bar\u0026quot;).WithCancellation(this.GetCancellationTokenOnDestroy());\n\n    // .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress\u0026lt;T\u0026gt;\n    var asset3 = await Resources.LoadAsync\u0026lt;TextAsset\u0026gt;(\u0026quot;baz\u0026quot;).ToUniTask(Progress.Create\u0026lt;float\u0026gt;(x =\u0026gt; Debug.Log(x)));\n\n    // await frame-based operation like a coroutine\n    await UniTask.DelayFrame(100); \n\n    // replacement of yield return new WaitForSeconds/WaitForSecondsRealtime\n    await UniTask.Delay(TimeSpan.FromSeconds(10), ignoreTimeScale: false);\n    \n    // yield any playerloop timing(PreUpdate, Update, LateUpdate, etc...)\n    await UniTask.Yield(PlayerLoopTiming.PreLateUpdate);\n\n    // replacement of yield return null\n    await UniTask.Yield();\n    await UniTask.NextFrame();\n\n    // replacement of WaitForEndOfFrame\n#if UNITY_2023_1_OR_NEWER\n    await UniTask.WaitForEndOfFrame();\n#else\n    // requires MonoBehaviour(CoroutineRunner))\n    await UniTask.WaitForEndOfFrame(this); // this is MonoBehaviour\n#endif\n\n    // replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate))\n    await UniTask.WaitForFixedUpdate();\n    \n    // replacement of yield return WaitUntil\n    await UniTask.WaitUntil(() =\u0026gt; isActive == false);\n\n    // special helper of WaitUntil\n    await UniTask.WaitUntilValueChanged(this, x =\u0026gt; x.isActive);\n\n    // You can await IEnumerator coroutines\n    await FooCoroutineEnumerator();\n\n    // You can await a standard task\n    await Task.Run(() =\u0026gt; 100);\n\n    // Multithreading, run on ThreadPool under this code\n    await UniTask.SwitchToThreadPool();\n\n    /* work on ThreadPool */\n\n    // return to MainThread(same as `ObserveOnMainThread` in UniRx)\n    await UniTask.SwitchToMainThread();\n\n    // get async webrequest\n    async UniTask\u0026lt;string\u0026gt; GetTextAsync(UnityWebRequest req)\n    {\n        var op = await req.SendWebRequest();\n        return op.downloadHandler.text;\n    }\n\n    var task1 = GetTextAsync(UnityWebRequest.Get(\u0026quot;http://google.com\u0026quot;));\n    var task2 = GetTextAsync(UnityWebRequest.Get(\u0026quot;http://bing.com\u0026quot;));\n    var task3 = GetTextAsync(UnityWebRequest.Get(\u0026quot;http://yahoo.com\u0026quot;));\n\n    // concurrent async-wait and get results easily by tuple syntax\n    var (google, bing, yahoo) = await UniTask.WhenAll(task1, task2, task3);\n\n    // shorthand of WhenAll, tuple can await directly\n    var (google2, bing2, yahoo2) = await (task1, task2, task3);\n\n    // return async-value.(or you can use `UniTask`(no result), `UniTaskVoid`(fire and forget)).\n    return (asset as TextAsset)?.text ?? throw new InvalidOperationException(\u0026quot;Asset not found\u0026quot;);\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-c\"\u003e// extension awaiter/methods can be used by this namespace\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eusing\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eCysharp\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eThreading\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTasks\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// You can return type as struct UniTask\u0026lt;T\u0026gt;(or UniTask), it is unity specialized lightweight alternative of Task\u0026lt;T\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-c\"\u003e// zero allocation and fast excution for zero overhead async/await integrate with Unity\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003estring\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eDemoAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// You can await Unity's AsyncObject\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003easset\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eResources\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eLoadAsync\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eTextAsset\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"foo\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etxt\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUnityWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGet\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"https://...\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSendWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003edownloadHandler\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etext\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eSceneManager\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLoadSceneAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"scene2\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// .WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// after Unity 2022.2, you can use `destroyCancellationToken` in MonoBehaviour\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003easset2\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eResources\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eLoadAsync\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eTextAsset\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"bar\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWithCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGetCancellationTokenOnDestroy\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress\u0026lt;T\u0026gt;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003easset3\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eResources\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eLoadAsync\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eTextAsset\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"baz\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eToUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eProgress\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eCreate\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003efloat\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003ex \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// await frame-based operation like a coroutine\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDelayFrame\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e100\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \n\n    \u003cspan class=\"pl-c\"\u003e// replacement of yield return new WaitForSeconds/WaitForSecondsRealtime\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDelay\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTimeSpan\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eFromSeconds\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e10\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eignoreTimeScale\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e:\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003efalse\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \n    \u003cspan class=\"pl-c\"\u003e// yield any playerloop timing(PreUpdate, Update, LateUpdate, etc...)\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ePlayerLoopTiming\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ePreLateUpdate\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// replacement of yield return null\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eNextFrame\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// replacement of WaitForEndOfFrame\u003c/span\u003e\n#if \u003cspan class=\"pl-s1\"\u003eUNITY_2023_1_OR_NEWER\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWaitForEndOfFrame\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n#else\n    \u003cspan class=\"pl-c\"\u003e// requires MonoBehaviour(CoroutineRunner))\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWaitForEndOfFrame\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// this is MonoBehaviour\u003c/span\u003e\n#endif\n\n    \u003cspan class=\"pl-c\"\u003e// replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate))\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWaitForFixedUpdate\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \n    \u003cspan class=\"pl-c\"\u003e// replacement of yield return WaitUntil\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWaitUntil\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eisActive\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e==\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003efalse\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// special helper of WaitUntil\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWaitUntilValueChanged\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e x \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eisActive\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// You can await IEnumerator coroutines\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eFooCoroutineEnumerator\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// You can await a standard task\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eRun\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e100\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// Multithreading, run on ThreadPool under this code\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSwitchToThreadPool\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e/* work on ThreadPool */\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// return to MainThread(same as `ObserveOnMainThread` in UniRx)\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSwitchToMainThread\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// get async webrequest\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003estring\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eGetTextAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eUnityWebRequest\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ereq\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eop\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ereq\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSendWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003ereturn\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eop\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003edownloadHandler\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etext\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etask1\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eGetTextAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eUnityWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGet\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"http://google.com\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etask2\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eGetTextAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eUnityWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGet\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"http://bing.com\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etask3\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eGetTextAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eUnityWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGet\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"http://yahoo.com\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// concurrent async-wait and get results easily by tuple syntax\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003egoogle\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ebing\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eyahoo\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWhenAll\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etask1\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etask2\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etask3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// shorthand of WhenAll, tuple can await directly\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003egoogle2\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ebing2\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eyahoo2\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etask1\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etask2\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etask3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// return async-value.(or you can use `UniTask`(no result), `UniTaskVoid`(fire and forget)).\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003ereturn\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003easset\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eas\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eTextAsset\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e?\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etext\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e??\u003c/span\u003e \u003cspan class=\"pl-k\"\u003ethrow\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eInvalidOperationException\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"Asset not found\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eBasics of UniTask and AsyncOperation\u003c/h2\u003e\u003ca id=\"user-content-basics-of-unitask-and-asyncoperation\" class=\"anchor\" aria-label=\"Permalink: Basics of UniTask and AsyncOperation\" href=\"#basics-of-unitask-and-asyncoperation\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eUniTask features rely on C# 7.0(\u003ca href=\"https://github.com/dotnet/roslyn/blob/master/docs/features/task-types.md\"\u003etask-like custom async method builder feature\u003c/a\u003e) so the required Unity version is after \u003ccode\u003eUnity 2018.3\u003c/code\u003e, the official lowest version supported is \u003ccode\u003eUnity 2018.4.13f1\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eWhy is UniTask(custom task-like object) required? Because Task is too heavy and not matched to Unity threading (single-thread). UniTask does not use threads and SynchronizationContext/ExecutionContext because Unity's asynchronous object is automaticaly dispatched by Unity's engine layer. It achieves faster and lower allocation, and is completely integrated with Unity.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eYou can await \u003ccode\u003eAsyncOperation\u003c/code\u003e, \u003ccode\u003eResourceRequest\u003c/code\u003e, \u003ccode\u003eAssetBundleRequest\u003c/code\u003e, \u003ccode\u003eAssetBundleCreateRequest\u003c/code\u003e, \u003ccode\u003eUnityWebRequestAsyncOperation\u003c/code\u003e, \u003ccode\u003eAsyncGPUReadbackRequest\u003c/code\u003e, \u003ccode\u003eIEnumerator\u003c/code\u003e and others when \u003ccode\u003eusing Cysharp.Threading.Tasks;\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eUniTask provides three pattern of extension methods.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"* await asyncOperation;\n* .WithCancellation(CancellationToken);\n* .ToUniTask(IProgress, PlayerLoopTiming, CancellationToken);\"\u003e\u003cpre\u003e\u003cspan class=\"pl-c1\"\u003e*\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003easyncOperation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-c1\"\u003e*\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eWithCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eCancellationToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-c1\"\u003e*\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eToUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eIProgress\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ePlayerLoopTiming\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eCancellationToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eWithCancellation\u003c/code\u003e is a simple version of \u003ccode\u003eToUniTask\u003c/code\u003e, both return \u003ccode\u003eUniTask\u003c/code\u003e. For details of cancellation, see: \u003ca href=\"#cancellation-and-exception-handling\"\u003eCancellation and Exception handling\u003c/a\u003e section.\u003c/p\u003e\n\u003cblockquote\u003e\n\u003cp dir=\"auto\"\u003eNote: await directly is returned from native timing of PlayerLoop but WithCancellation and ToUniTask are returned from specified PlayerLoopTiming. For details of timing, see: \u003ca href=\"#playerloop\"\u003ePlayerLoop\u003c/a\u003e section.\u003c/p\u003e\n\u003c/blockquote\u003e\n\u003cblockquote\u003e\n\u003cp dir=\"auto\"\u003eNote: AssetBundleRequest has \u003ccode\u003easset\u003c/code\u003e and \u003ccode\u003eallAssets\u003c/code\u003e, default await returns \u003ccode\u003easset\u003c/code\u003e. If you want to get \u003ccode\u003eallAssets\u003c/code\u003e, you can use \u003ccode\u003eAwaitForAllAssets()\u003c/code\u003e method.\u003c/p\u003e\n\u003c/blockquote\u003e\n\u003cp dir=\"auto\"\u003eThe type of \u003ccode\u003eUniTask\u003c/code\u003e can use utilities like \u003ccode\u003eUniTask.WhenAll\u003c/code\u003e, \u003ccode\u003eUniTask.WhenAny\u003c/code\u003e, \u003ccode\u003eUniTask.WhenEach\u003c/code\u003e. They are like \u003ccode\u003eTask.WhenAll\u003c/code\u003e/\u003ccode\u003eTask.WhenAny\u003c/code\u003e but the return type is more useful. They return value tuples so you can deconstruct each result and pass multiple types.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"public async UniTaskVoid LoadManyAsync()\n{\n    // parallel load.\n    var (a, b, c) = await UniTask.WhenAll(\n        LoadAsSprite(\u0026quot;foo\u0026quot;),\n        LoadAsSprite(\u0026quot;bar\u0026quot;),\n        LoadAsSprite(\u0026quot;baz\u0026quot;));\n}\n\nasync UniTask\u0026lt;Sprite\u0026gt; LoadAsSprite(string path)\n{\n    var resource = await Resources.LoadAsync\u0026lt;Sprite\u0026gt;(path);\n    return (resource as Sprite);\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTaskVoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eLoadManyAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// parallel load.\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ea\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eb\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ec\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWhenAll\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003eLoadAsSprite\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"foo\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003eLoadAsSprite\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"bar\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003eLoadAsSprite\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"baz\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eSprite\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eLoadAsSprite\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003estring\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003epath\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eresource\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eResources\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eLoadAsync\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eSprite\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003epath\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003ereturn\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eresource\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eas\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eSprite\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eIf you want to convert a callback to UniTask, you can use \u003ccode\u003eUniTaskCompletionSource\u0026lt;T\u0026gt;\u003c/code\u003e which is a lightweight edition of \u003ccode\u003eTaskCompletionSource\u0026lt;T\u0026gt;\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"public UniTask\u0026lt;int\u0026gt; WrapByUniTaskCompletionSource()\n{\n    var utcs = new UniTaskCompletionSource\u0026lt;int\u0026gt;();\n\n    // when complete, call utcs.TrySetResult();\n    // when failed, call utcs.TrySetException();\n    // when cancel, call utcs.TrySetCanceled();\n\n    return utcs.Task; //return UniTask\u0026lt;int\u0026gt;\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eWrapByUniTaskCompletionSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eutcs\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTaskCompletionSource\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-c\"\u003e// when complete, call utcs.TrySetResult();\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// when failed, call utcs.TrySetException();\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// when cancel, call utcs.TrySetCanceled();\u003c/span\u003e\n\n    \u003cspan class=\"pl-k\"\u003ereturn\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eutcs\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e//return UniTask\u0026lt;int\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eYou can convert Task -\u0026gt; UniTask: \u003ccode\u003eAsUniTask\u003c/code\u003e, \u003ccode\u003eUniTask\u003c/code\u003e -\u0026gt; \u003ccode\u003eUniTask\u0026lt;AsyncUnit\u0026gt;\u003c/code\u003e: \u003ccode\u003eAsAsyncUnitUniTask\u003c/code\u003e, \u003ccode\u003eUniTask\u0026lt;T\u0026gt;\u003c/code\u003e -\u0026gt; \u003ccode\u003eUniTask\u003c/code\u003e: \u003ccode\u003eAsUniTask\u003c/code\u003e. \u003ccode\u003eUniTask\u0026lt;T\u0026gt;\u003c/code\u003e -\u0026gt; \u003ccode\u003eUniTask\u003c/code\u003e's conversion cost is free.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eIf you want to convert async to coroutine, you can use \u003ccode\u003e.ToCoroutine()\u003c/code\u003e, this is useful if you want to only allow using the coroutine system.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eUniTask can not await twice. This is a similar constraint to the \u003ca href=\"https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.valuetask-1?view=netcore-3.1\" rel=\"nofollow\"\u003eValueTask/IValueTaskSource\u003c/a\u003e introduced in .NET Standard 2.1.\u003c/p\u003e\n\u003cblockquote\u003e\n\u003cp dir=\"auto\"\u003eThe following operations should never be performed on a ValueTask instance:\u003c/p\u003e\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003eAwaiting the instance multiple times.\u003c/li\u003e\n\u003cli\u003eCalling AsTask multiple times.\u003c/li\u003e\n\u003cli\u003eUsing .Result or .GetAwaiter().GetResult() when the operation hasn't yet completed, or using them multiple times.\u003c/li\u003e\n\u003cli\u003eUsing more than one of these techniques to consume the instance.\u003c/li\u003e\n\u003c/ul\u003e\n\u003cp dir=\"auto\"\u003eIf you do any of the above, the results are undefined.\u003c/p\u003e\n\u003c/blockquote\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"var task = UniTask.DelayFrame(10);\nawait task;\nawait task; // NG, throws Exception\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etask\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDelayFrame\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e10\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// NG, throws Exception\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eStore to the class field, you can use \u003ccode\u003eUniTask.Lazy\u003c/code\u003e that supports calling multiple times. \u003ccode\u003e.Preserve()\u003c/code\u003e allows for multiple calls (internally cached results). This is useful when there are multiple calls in a function scope.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eAlso \u003ccode\u003eUniTaskCompletionSource\u003c/code\u003e can await multiple times and await from many callers.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eCancellation and Exception handling\u003c/h2\u003e\u003ca id=\"user-content-cancellation-and-exception-handling\" class=\"anchor\" aria-label=\"Permalink: Cancellation and Exception handling\" href=\"#cancellation-and-exception-handling\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eSome UniTask factory methods have a \u003ccode\u003eCancellationToken cancellationToken = default\u003c/code\u003e parameter. Also some async operations for Unity have \u003ccode\u003eWithCancellation(CancellationToken)\u003c/code\u003e and \u003ccode\u003eToUniTask(..., CancellationToken cancellation = default)\u003c/code\u003e extension methods.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eYou can pass \u003ccode\u003eCancellationToken\u003c/code\u003e to parameter by standard \u003ca href=\"https://docs.microsoft.com/en-us/dotnet/api/system.threading.cancellationtokensource\" rel=\"nofollow\"\u003e\u003ccode\u003eCancellationTokenSource\u003c/code\u003e\u003c/a\u003e.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"var cts = new CancellationTokenSource();\n\ncancelButton.onClick.AddListener(() =\u0026gt;\n{\n    cts.Cancel();\n});\n\nawait UnityWebRequest.Get(\u0026quot;http://google.co.jp\u0026quot;).SendWebRequest().WithCancellation(cts.Token);\n\nawait UniTask.DelayFrame(1000, cancellationToken: cts.Token);\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ects\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eCancellationTokenSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-s1\"\u003ecancelButton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eonClick\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eAddListener\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003ects\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eCancel\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUnityWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGet\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"http://google.co.jp\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSendWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWithCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ects\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDelayFrame\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e1000\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ecancellationToken\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e:\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ects\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eCancellationToken can be created by \u003ccode\u003eCancellationTokenSource\u003c/code\u003e or MonoBehaviour's extension method \u003ccode\u003eGetCancellationTokenOnDestroy\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"// this CancellationToken lifecycle is same as GameObject.\nawait UniTask.DelayFrame(1000, cancellationToken: this.GetCancellationTokenOnDestroy());\"\u003e\u003cpre\u003e\u003cspan class=\"pl-c\"\u003e// this CancellationToken lifecycle is same as GameObject.\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDelayFrame\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e1000\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ecancellationToken\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e:\u003c/span\u003e \u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGetCancellationTokenOnDestroy\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eFor propagate Cancellation, all async method recommend to accept \u003ccode\u003eCancellationToken cancellationToken\u003c/code\u003e at last argument, and pass \u003ccode\u003eCancellationToken\u003c/code\u003e from root to end.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"await FooAsync(this.GetCancellationTokenOnDestroy());\n\n// ---\n\nasync UniTask FooAsync(CancellationToken cancellationToken)\n{\n    await BarAsync(cancellationToken);\n}\n\nasync UniTask BarAsync(CancellationToken cancellationToken)\n{\n    await UniTask.Delay(TimeSpan.FromSeconds(3), cancellationToken);\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eFooAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGetCancellationTokenOnDestroy\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// ---\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eFooAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eCancellationToken\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ecancellationToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eBarAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ecancellationToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eBarAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eCancellationToken\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ecancellationToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDelay\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTimeSpan\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eFromSeconds\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ecancellationToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eCancellationToken\u003c/code\u003e means lifecycle of async. You can hold your own lifecycle insteadof default CancellationTokenOnDestroy.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"public class MyBehaviour : MonoBehaviour\n{\n    CancellationTokenSource disableCancellation = new CancellationTokenSource();\n    CancellationTokenSource destroyCancellation = new CancellationTokenSource();\n\n    private void OnEnable()\n    {\n        if (disableCancellation != null)\n        {\n            disableCancellation.Dispose();\n        }\n        disableCancellation = new CancellationTokenSource();\n    }\n\n    private void OnDisable()\n    {\n        disableCancellation.Cancel();\n    }\n\n    private void OnDestroy()\n    {\n        destroyCancellation.Cancel();\n        destroyCancellation.Dispose();\n    }\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eclass\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eMyBehaviour\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e:\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eMonoBehaviour\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-smi\"\u003eCancellationTokenSource\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003edisableCancellation\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eCancellationTokenSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-smi\"\u003eCancellationTokenSource\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003edestroyCancellation\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eCancellationTokenSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-k\"\u003eprivate\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003evoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eOnEnable\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003eif\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003edisableCancellation\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e!=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003enull\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n        \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n            \u003cspan class=\"pl-s1\"\u003edisableCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDispose\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003edisableCancellation\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eCancellationTokenSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n    \u003cspan class=\"pl-k\"\u003eprivate\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003evoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eOnDisable\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003edisableCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eCancel\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n    \u003cspan class=\"pl-k\"\u003eprivate\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003evoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eOnDestroy\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003edestroyCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eCancel\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003edestroyCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDispose\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eAfter Unity 2022.2, Unity adds CancellationToken in \u003ca href=\"https://docs.unity3d.com/ScriptReference/MonoBehaviour-destroyCancellationToken.html\" rel=\"nofollow\"\u003eMonoBehaviour.destroyCancellationToken\u003c/a\u003e and \u003ca href=\"https://docs.unity3d.com/ScriptReference/Application-exitCancellationToken.html\" rel=\"nofollow\"\u003eApplication.exitCancellationToken\u003c/a\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eWhen cancellation is detected, all methods throw \u003ccode\u003eOperationCanceledException\u003c/code\u003e and propagate upstream. When exception(not limited to \u003ccode\u003eOperationCanceledException\u003c/code\u003e) is not handled in async method, it is propagated finally to \u003ccode\u003eUniTaskScheduler.UnobservedTaskException\u003c/code\u003e. The default behaviour of received unhandled exception is to write log as exception. Log level can be changed using \u003ccode\u003eUniTaskScheduler.UnobservedExceptionWriteLogType\u003c/code\u003e. If you want to use custom behaviour, set an action to \u003ccode\u003eUniTaskScheduler.UnobservedTaskException.\u003c/code\u003e\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eAnd also \u003ccode\u003eOperationCanceledException\u003c/code\u003e is a special exception, this is silently ignored at \u003ccode\u003eUnobservedTaskException\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eIf you want to cancel behaviour in an async UniTask method, throw \u003ccode\u003eOperationCanceledException\u003c/code\u003e manually.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"public async UniTask\u0026lt;int\u0026gt; FooAsync()\n{\n    await UniTask.Yield();\n    throw new OperationCanceledException();\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eFooAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003ethrow\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eOperationCanceledException\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eIf you handle an exception but want to ignore(propagate to global cancellation handling), use an exception filter.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"public async UniTask\u0026lt;int\u0026gt; BarAsync()\n{\n    try\n    {\n        var x = await FooAsync();\n        return x * 2;\n    }\n    catch (Exception ex) when (!(ex is OperationCanceledException)) // when (ex is not OperationCanceledException) at C# 9.0\n    {\n        return -1;\n    }\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eBarAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003etry\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eFooAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003ereturn\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e*\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e2\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003ecatch\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eException\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-k\"\u003ewhen\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e!\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eex\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eis\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eOperationCanceledException\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// when (ex is not OperationCanceledException) at C# 9.0\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003ereturn\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e-\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e1\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003ethrows/catch \u003ccode\u003eOperationCanceledException\u003c/code\u003e is slightly heavy, so if performance is a concern, use \u003ccode\u003eUniTask.SuppressCancellationThrow\u003c/code\u003e to avoid OperationCanceledException throw. It returns \u003ccode\u003e(bool IsCanceled, T Result)\u003c/code\u003e instead of throwing.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"var (isCanceled, _) = await UniTask.DelayFrame(10, cancellationToken: cts.Token).SuppressCancellationThrow();\nif (isCanceled)\n{\n    // ...\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eisCanceled\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e _\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDelayFrame\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e10\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ecancellationToken\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e:\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ects\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSuppressCancellationThrow\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eif\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eisCanceled\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// ...\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eNote: Only suppress throws if you call directly into the most source method. Otherwise, the return value will be converted, but the entire pipeline will not suppress throws.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eSome features that use Unity's player loop, such as \u003ccode\u003eUniTask.Yield\u003c/code\u003e and \u003ccode\u003eUniTask.Delay\u003c/code\u003e etc, determines CancellationToken state on the player loop.\nThis means it does not cancel immediately upon \u003ccode\u003eCancellationToken\u003c/code\u003e fired.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eIf you want to change this behaviour, the cancellation to be immediate, set the \u003ccode\u003ecancelImmediately\u003c/code\u003e flag as an argument.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"await UniTask.Yield(cancellationToken, cancelImmediately: true);\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ecancellationToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ecancelImmediately\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e:\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003etrue\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eNote: Setting \u003ccode\u003ecancelImmediately\u003c/code\u003e to true and detecting an immediate cancellation is more costly than the default behavior.\nThis is because it uses \u003ccode\u003eCancellationToken.Register\u003c/code\u003e; it is heavier than checking CancellationToken on the player loop.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eTimeout handling\u003c/h2\u003e\u003ca id=\"user-content-timeout-handling\" class=\"anchor\" aria-label=\"Permalink: Timeout handling\" href=\"#timeout-handling\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eTimeout is a variation of cancellation. You can set timeout by \u003ccode\u003eCancellationTokenSouce.CancelAfterSlim(TimeSpan)\u003c/code\u003e and pass CancellationToken to async methods.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"var cts = new CancellationTokenSource();\ncts.CancelAfterSlim(TimeSpan.FromSeconds(5)); // 5sec timeout.\n\ntry\n{\n    await UnityWebRequest.Get(\u0026quot;http://foo\u0026quot;).SendWebRequest().WithCancellation(cts.Token);\n}\ncatch (OperationCanceledException ex)\n{\n    if (ex.CancellationToken == cts.Token)\n    {\n        UnityEngine.Debug.Log(\u0026quot;Timeout\u0026quot;);\n    }\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ects\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eCancellationTokenSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-s1\"\u003ects\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eCancelAfterSlim\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTimeSpan\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eFromSeconds\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e5\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// 5sec timeout.\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003etry\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUnityWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGet\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"http://foo\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSendWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWithCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ects\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003ecatch\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eOperationCanceledException\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eif\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eCancellationToken\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e==\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ects\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003eUnityEngine\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"Timeout\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cblockquote\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eCancellationTokenSouce.CancelAfter\u003c/code\u003e is a standard api. However in Unity you should not use it because it depends threading timer. \u003ccode\u003eCancelAfterSlim\u003c/code\u003e is UniTask's extension methods, it uses PlayerLoop instead.\u003c/p\u003e\n\u003c/blockquote\u003e\n\u003cp dir=\"auto\"\u003eIf you want to use timeout with other source of cancellation, use \u003ccode\u003eCancellationTokenSource.CreateLinkedTokenSource\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"var cancelToken = new CancellationTokenSource();\ncancelButton.onClick.AddListener(() =\u0026gt;\n{\n    cancelToken.Cancel(); // cancel from button click.\n});\n\nvar timeoutToken = new CancellationTokenSource();\ntimeoutToken.CancelAfterSlim(TimeSpan.FromSeconds(5)); // 5sec timeout.\n\ntry\n{\n    // combine token\n    var linkedTokenSource = CancellationTokenSource.CreateLinkedTokenSource(cancelToken.Token, timeoutToken.Token);\n\n    await UnityWebRequest.Get(\u0026quot;http://foo\u0026quot;).SendWebRequest().WithCancellation(linkedTokenSource.Token);\n}\ncatch (OperationCanceledException ex)\n{\n    if (timeoutToken.IsCancellationRequested)\n    {\n        UnityEngine.Debug.Log(\u0026quot;Timeout.\u0026quot;);\n    }\n    else if (cancelToken.IsCancellationRequested)\n    {\n        UnityEngine.Debug.Log(\u0026quot;Cancel clicked.\u0026quot;);\n    }\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ecancelToken\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eCancellationTokenSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-s1\"\u003ecancelButton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eonClick\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eAddListener\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003ecancelToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eCancel\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// cancel from button click.\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etimeoutToken\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eCancellationTokenSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-s1\"\u003etimeoutToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eCancelAfterSlim\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTimeSpan\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eFromSeconds\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e5\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// 5sec timeout.\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003etry\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// combine token\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003elinkedTokenSource\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eCancellationTokenSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eCreateLinkedTokenSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ecancelToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etimeoutToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUnityWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGet\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"http://foo\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSendWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWithCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003elinkedTokenSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003ecatch\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eOperationCanceledException\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eif\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etimeoutToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eIsCancellationRequested\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003eUnityEngine\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"Timeout.\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eelse\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eif\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ecancelToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eIsCancellationRequested\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003eUnityEngine\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"Cancel clicked.\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eOptimize for reduce allocation of CancellationTokenSource for timeout per call async method, you can use UniTask's \u003ccode\u003eTimeoutController\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"TimeoutController timeoutController = new TimeoutController(); // setup to field for reuse.\n\nasync UniTask FooAsync()\n{\n    try\n    {\n        // you can pass timeoutController.Timeout(TimeSpan) to cancellationToken.\n        await UnityWebRequest.Get(\u0026quot;http://foo\u0026quot;).SendWebRequest()\n            .WithCancellation(timeoutController.Timeout(TimeSpan.FromSeconds(5)));\n        timeoutController.Reset(); // call Reset(Stop timeout timer and ready for reuse) when succeed.\n    }\n    catch (OperationCanceledException ex)\n    {\n        if (timeoutController.IsTimeout())\n        {\n            UnityEngine.Debug.Log(\u0026quot;timeout\u0026quot;);\n        }\n    }\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-smi\"\u003eTimeoutController\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etimeoutController\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eTimeoutController\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// setup to field for reuse.\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eFooAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003etry\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-c\"\u003e// you can pass timeoutController.Timeout(TimeSpan) to cancellationToken.\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUnityWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGet\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"http://foo\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSendWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n            \u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWithCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etimeoutController\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eTimeout\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTimeSpan\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eFromSeconds\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e5\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003etimeoutController\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eReset\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// call Reset(Stop timeout timer and ready for reuse) when succeed.\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003ecatch\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eOperationCanceledException\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003eif\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etimeoutController\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eIsTimeout\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n        \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n            \u003cspan class=\"pl-s1\"\u003eUnityEngine\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"timeout\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eIf you want to use timeout with other source of cancellation, use \u003ccode\u003enew TimeoutController(CancellationToken)\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"TimeoutController timeoutController;\nCancellationTokenSource clickCancelSource;\n\nvoid Start()\n{\n    this.clickCancelSource = new CancellationTokenSource();\n    this.timeoutController = new TimeoutController(clickCancelSource);\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-smi\"\u003eTimeoutController\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etimeoutController\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-smi\"\u003eCancellationTokenSource\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eclickCancelSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-smi\"\u003evoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eStart\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eclickCancelSource\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eCancellationTokenSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etimeoutController\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eTimeoutController\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eclickCancelSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eNote: UniTask has \u003ccode\u003e.Timeout\u003c/code\u003e, \u003ccode\u003e.TimeoutWithoutException\u003c/code\u003e methods however, if possible, do not use these, please pass \u003ccode\u003eCancellationToken\u003c/code\u003e. Because \u003ccode\u003e.Timeout\u003c/code\u003e work from external of task, can not stop timeoutted task. \u003ccode\u003e.Timeout\u003c/code\u003e means ignore result when timeout. If you pass a \u003ccode\u003eCancellationToken\u003c/code\u003e to the method, it will act from inside of the task, so it is possible to stop a running task.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eProgress\u003c/h2\u003e\u003ca id=\"user-content-progress\" class=\"anchor\" aria-label=\"Permalink: Progress\" href=\"#progress\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eSome async operations for unity have \u003ccode\u003eToUniTask(IProgress\u0026lt;float\u0026gt; progress = null, ...)\u003c/code\u003e extension methods.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"var progress = Progress.Create\u0026lt;float\u0026gt;(x =\u0026gt; Debug.Log(x));\n\nvar request = await UnityWebRequest.Get(\u0026quot;http://google.co.jp\u0026quot;)\n    .SendWebRequest()\n    .ToUniTask(progress: progress);\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eprogress\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eProgress\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eCreate\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003efloat\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003ex \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003erequest\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUnityWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGet\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"http://google.co.jp\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSendWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eToUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eprogress\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e:\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eprogress\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eYou should not use standard \u003ccode\u003enew System.Progress\u0026lt;T\u0026gt;\u003c/code\u003e, because it causes allocation every time. Use \u003ccode\u003eCysharp.Threading.Tasks.Progress\u003c/code\u003e instead. This progress factory has two methods, \u003ccode\u003eCreate\u003c/code\u003e and \u003ccode\u003eCreateOnlyValueChanged\u003c/code\u003e. \u003ccode\u003eCreateOnlyValueChanged\u003c/code\u003e calls only when the progress value has changed.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eImplementing IProgress interface to caller is better as there is no lambda allocation.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"public class Foo : MonoBehaviour, IProgress\u0026lt;float\u0026gt;\n{\n    public void Report(float value)\n    {\n        UnityEngine.Debug.Log(value);\n    }\n\n    public async UniTaskVoid WebRequest()\n    {\n        var request = await UnityWebRequest.Get(\u0026quot;http://google.co.jp\u0026quot;)\n            .SendWebRequest()\n            .ToUniTask(progress: this); // pass this\n    }\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eclass\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eFoo\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e:\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eMonoBehaviour\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eIProgress\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003efloat\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003evoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eReport\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003efloat\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003evalue\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003eUnityEngine\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003evalue\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n    \u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTaskVoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003erequest\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUnityWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGet\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"http://google.co.jp\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n            \u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSendWebRequest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n            \u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eToUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eprogress\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e:\u003c/span\u003e \u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// pass this\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003ePlayerLoop\u003c/h2\u003e\u003ca id=\"user-content-playerloop\" class=\"anchor\" aria-label=\"Permalink: PlayerLoop\" href=\"#playerloop\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eUniTask is run on a custom \u003ca href=\"https://docs.unity3d.com/ScriptReference/LowLevel.PlayerLoop.html\" rel=\"nofollow\"\u003ePlayerLoop\u003c/a\u003e. UniTask's playerloop based methods (such as \u003ccode\u003eDelay\u003c/code\u003e, \u003ccode\u003eDelayFrame\u003c/code\u003e, \u003ccode\u003easyncOperation.ToUniTask\u003c/code\u003e, etc...) accept this \u003ccode\u003ePlayerLoopTiming\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"public enum PlayerLoopTiming\n{\n    Initialization = 0,\n    LastInitialization = 1,\n\n    EarlyUpdate = 2,\n    LastEarlyUpdate = 3,\n\n    FixedUpdate = 4,\n    LastFixedUpdate = 5,\n\n    PreUpdate = 6,\n    LastPreUpdate = 7,\n\n    Update = 8,\n    LastUpdate = 9,\n\n    PreLateUpdate = 10,\n    LastPreLateUpdate = 11,\n\n    PostLateUpdate = 12,\n    LastPostLateUpdate = 13\n    \n#if UNITY_2020_2_OR_NEWER\n    TimeUpdate = 14,\n    LastTimeUpdate = 15,\n#endif\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eenum\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003ePlayerLoopTiming\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-c1\"\u003eInitialization\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e0\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n    \u003cspan class=\"pl-c1\"\u003eLastInitialization\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e1\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n\n    \u003cspan class=\"pl-c1\"\u003eEarlyUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e2\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n    \u003cspan class=\"pl-c1\"\u003eLastEarlyUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n\n    \u003cspan class=\"pl-c1\"\u003eFixedUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e4\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n    \u003cspan class=\"pl-c1\"\u003eLastFixedUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e5\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n\n    \u003cspan class=\"pl-c1\"\u003ePreUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e6\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n    \u003cspan class=\"pl-c1\"\u003eLastPreUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e7\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n\n    \u003cspan class=\"pl-c1\"\u003eUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e8\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n    \u003cspan class=\"pl-c1\"\u003eLastUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e9\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n\n    \u003cspan class=\"pl-c1\"\u003ePreLateUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e10\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n    \u003cspan class=\"pl-c1\"\u003eLastPreLateUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e11\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n\n    \u003cspan class=\"pl-c1\"\u003ePostLateUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e12\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n    \u003cspan class=\"pl-c1\"\u003eLastPostLateUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e13\u003c/span\u003e\n    \n#if \u003cspan class=\"pl-s1\"\u003eUNITY_2020_2_OR_NEWER\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eTimeUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e14\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n    \u003cspan class=\"pl-c1\"\u003eLastTimeUpdate\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e15\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n#endif\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eIt indicates when to run, you can check \u003ca href=\"https://gist.github.com/neuecc/bc3a1cfd4d74501ad057e49efcd7bdae\"\u003ePlayerLoopList.md\u003c/a\u003e to Unity's default playerloop and injected UniTask's custom loop.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003ePlayerLoopTiming.Update\u003c/code\u003e is similar to \u003ccode\u003eyield return null\u003c/code\u003e in a coroutine, but it is called before Update(Update and uGUI events(button.onClick, etc...) are called on \u003ccode\u003eScriptRunBehaviourUpdate\u003c/code\u003e, yield return null is called on \u003ccode\u003eScriptRunDelayedDynamicFrameRate\u003c/code\u003e). \u003ccode\u003ePlayerLoopTiming.FixedUpdate\u003c/code\u003e is similar to \u003ccode\u003eWaitForFixedUpdate\u003c/code\u003e.\u003c/p\u003e\n\u003cblockquote\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003ePlayerLoopTiming.LastPostLateUpdate\u003c/code\u003e is not equivalent to coroutine's \u003ccode\u003eyield return new WaitForEndOfFrame()\u003c/code\u003e. Coroutine's WaitForEndOfFrame seems to run after the PlayerLoop is done. Some methods that require coroutine's end of frame(\u003ccode\u003eTexture2D.ReadPixels\u003c/code\u003e, \u003ccode\u003eScreenCapture.CaptureScreenshotAsTexture\u003c/code\u003e, \u003ccode\u003eCommandBuffer\u003c/code\u003e, etc) do not work correctly when replaced with async/await. In these cases, pass MonoBehaviour(coroutine runnner) to \u003ccode\u003eUniTask.WaitForEndOfFrame\u003c/code\u003e. For example, \u003ccode\u003eawait UniTask.WaitForEndOfFrame(this);\u003c/code\u003e is lightweight allocation free alternative of \u003ccode\u003eyield return new WaitForEndOfFrame()\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eNote: In Unity 2023.1 or newer, \u003ccode\u003eawait UniTask.WaitForEndOfFrame();\u003c/code\u003e no longer requires MonoBehaviour. It uses \u003ccode\u003eUnityEngine.Awaitable.EndOfFrameAsync\u003c/code\u003e.\u003c/p\u003e\n\u003c/blockquote\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eyield return null\u003c/code\u003e and \u003ccode\u003eUniTask.Yield\u003c/code\u003e are similar but different. \u003ccode\u003eyield return null\u003c/code\u003e always returns next frame but \u003ccode\u003eUniTask.Yield\u003c/code\u003e returns next called. That is, call \u003ccode\u003eUniTask.Yield(PlayerLoopTiming.Update)\u003c/code\u003e on \u003ccode\u003ePreUpdate\u003c/code\u003e, it returns same frame. \u003ccode\u003eUniTask.NextFrame()\u003c/code\u003e guarantees return next frame, you can expect this to behave exactly the same as \u003ccode\u003eyield return null\u003c/code\u003e.\u003c/p\u003e\n\u003cblockquote\u003e\n\u003cp dir=\"auto\"\u003eUniTask.Yield(without CancellationToken) is a special type, returns \u003ccode\u003eYieldAwaitable\u003c/code\u003e and runs on YieldRunner. It is the most lightweight and fastest.\u003c/p\u003e\n\u003c/blockquote\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eAsyncOperation\u003c/code\u003e is returned from native timing. For example, await \u003ccode\u003eSceneManager.LoadSceneAsync\u003c/code\u003e is returned from \u003ccode\u003eEarlyUpdate.UpdatePreloading\u003c/code\u003e and after being called, the loaded scene's \u003ccode\u003eStart\u003c/code\u003e is called from \u003ccode\u003eEarlyUpdate.ScriptRunDelayedStartupFrame\u003c/code\u003e. Also \u003ccode\u003eawait UnityWebRequest\u003c/code\u003e is returned from \u003ccode\u003eEarlyUpdate.ExecuteMainThreadJobs\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eIn UniTask, await directly uses native timing, while \u003ccode\u003eWithCancellation\u003c/code\u003e and \u003ccode\u003eToUniTask\u003c/code\u003e use specified timing. This is usually not a particular problem, but with \u003ccode\u003eLoadSceneAsync\u003c/code\u003e, it causes a different order of Start and continuation after await. So it is recommended not to use \u003ccode\u003eLoadSceneAsync.ToUniTask\u003c/code\u003e.\u003c/p\u003e\n\u003cblockquote\u003e\n\u003cp dir=\"auto\"\u003eNote: When using Unity 2023.1 or newer, ensure you have \u003ccode\u003eusing UnityEngine;\u003c/code\u003e in the using statements of your file when working with new \u003ccode\u003eUnityEngine.Awaitable\u003c/code\u003e methods like \u003ccode\u003eSceneManager.LoadSceneAsync\u003c/code\u003e.\nThis prevents compilation errors by avoiding the use of the \u003ccode\u003eUnityEngine.AsyncOperation\u003c/code\u003e version.\u003c/p\u003e\n\u003c/blockquote\u003e\n\u003cp dir=\"auto\"\u003eIn the stacktrace, you can check where it is running in playerloop.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003e\u003ca target=\"_blank\" rel=\"noopener noreferrer nofollow\" href=\"https://user-images.githubusercontent.com/46207/83735571-83caea80-a68b-11ea-8d22-5e22864f0d24.png\"\u003e\u003cimg src=\"https://user-images.githubusercontent.com/46207/83735571-83caea80-a68b-11ea-8d22-5e22864f0d24.png\" alt=\"image\" style=\"max-width: 100%;\"\u003e\u003c/a\u003e\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eBy default, UniTask's PlayerLoop is initialized at \u003ccode\u003e[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eThe order in which methods are called in BeforeSceneLoad is nondeterministic, so if you want to use UniTask in other BeforeSceneLoad methods, you should try to initialize it before this.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"// AfterAssembliesLoaded is called before BeforeSceneLoad\n[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]\npublic static void InitUniTaskLoop()\n{\n    var loop = PlayerLoop.GetCurrentPlayerLoop();\n    Cysharp.Threading.Tasks.PlayerLoopHelper.Initialize(ref loop);\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-c\"\u003e// AfterAssembliesLoaded is called before BeforeSceneLoad\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e[\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003eRuntimeInitializeOnLoadMethod\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eRuntimeInitializeLoadType\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eAfterAssembliesLoaded\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e]\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003e\u003cspan class=\"pl-k\"\u003estatic\u003c/span\u003e\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003evoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eInitUniTaskLoop\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eloop\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ePlayerLoop\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGetCurrentPlayerLoop\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eCysharp\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eThreading\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTasks\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ePlayerLoopHelper\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eInitialize\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003eref\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eloop\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eIf you import Unity's \u003ccode\u003eEntities\u003c/code\u003e package, that resets the custom player loop to default at \u003ccode\u003eBeforeSceneLoad\u003c/code\u003e and injects ECS's loop. When Unity calls ECS's inject method after UniTask's initialize method, UniTask will no longer work.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eTo solve this issue, you can re-initialize the UniTask PlayerLoop after ECS is initialized.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"// Get ECS Loop.\nvar playerLoop = ScriptBehaviourUpdateOrder.CurrentPlayerLoop;\n\n// Setup UniTask's PlayerLoop.\nPlayerLoopHelper.Initialize(ref playerLoop);\"\u003e\u003cpre\u003e\u003cspan class=\"pl-c\"\u003e// Get ECS Loop.\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eplayerLoop\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eScriptBehaviourUpdateOrder\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eCurrentPlayerLoop\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// Setup UniTask's PlayerLoop.\u003c/span\u003e\n\u003cspan class=\"pl-s1\"\u003ePlayerLoopHelper\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eInitialize\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003eref\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eplayerLoop\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eYou can diagnose whether UniTask's player loop is ready by calling \u003ccode\u003ePlayerLoopHelper.IsInjectedUniTaskPlayerLoop()\u003c/code\u003e. And also \u003ccode\u003ePlayerLoopHelper.DumpCurrentPlayerLoop\u003c/code\u003e logs all current playerloops to console.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"void Start()\n{\n    UnityEngine.Debug.Log(\u0026quot;UniTaskPlayerLoop ready? \u0026quot; + PlayerLoopHelper.IsInjectedUniTaskPlayerLoop());\n    PlayerLoopHelper.DumpCurrentPlayerLoop();\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-smi\"\u003evoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eStart\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eUnityEngine\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"UniTaskPlayerLoop ready? \"\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e+\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ePlayerLoopHelper\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eIsInjectedUniTaskPlayerLoop\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003ePlayerLoopHelper\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDumpCurrentPlayerLoop\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eYou can optimize loop cost slightly by remove unuse PlayerLoopTiming injection. You can call \u003ccode\u003ePlayerLoopHelper.Initialize(InjectPlayerLoopTimings)\u003c/code\u003e on initialize.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"var loop = PlayerLoop.GetCurrentPlayerLoop();\nPlayerLoopHelper.Initialize(ref loop, InjectPlayerLoopTimings.Minimum); // minimum is Update | FixedUpdate | LastPostLateUpdate\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eloop\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ePlayerLoop\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGetCurrentPlayerLoop\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-s1\"\u003ePlayerLoopHelper\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eInitialize\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003eref\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eloop\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eInjectPlayerLoopTimings\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eMinimum\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// minimum is Update | FixedUpdate | LastPostLateUpdate\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eInjectPlayerLoopTimings\u003c/code\u003e has three preset, \u003ccode\u003eAll\u003c/code\u003e and \u003ccode\u003eStandard\u003c/code\u003e(All without last except LastPostLateUpdate), \u003ccode\u003eMinimum\u003c/code\u003e(\u003ccode\u003eUpdate | FixedUpdate | LastPostLateUpdate\u003c/code\u003e). Default is All and you can combine custom inject timings like \u003ccode\u003eInjectPlayerLoopTimings.Update | InjectPlayerLoopTimings.FixedUpdate | InjectPlayerLoopTimings.PreLateUpdate\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eYou can make error to use uninjected \u003ccode\u003ePlayerLoopTiming\u003c/code\u003e by \u003ca href=\"https://github.com/dotnet/roslyn-analyzers/blob/master/src/Microsoft.CodeAnalysis.BannedApiAnalyzers/BannedApiAnalyzers.Help.md\"\u003eMicrosoft.CodeAnalysis.BannedApiAnalyzers\u003c/a\u003e. For example, you can setup \u003ccode\u003eBannedSymbols.txt\u003c/code\u003e like this for \u003ccode\u003eInjectPlayerLoopTimings.Minimum\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-text-adblock notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"F:Cysharp.Threading.Tasks.PlayerLoopTiming.Initialization; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastInitialization; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.EarlyUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastEarlyUpdate; Isn't injected this PlayerLoop in this project.d\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastFixedUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.PreUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastPreUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.PreLateUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastPreLateUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.PostLateUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.TimeUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastTimeUpdate; Isn't injected this PlayerLoop in this project.\"\u003e\u003cpre\u003eF:Cysharp.Threading.Tasks.PlayerLoopTiming.Initialization; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastInitialization; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.EarlyUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastEarlyUpdate; Isn't injected this PlayerLoop in this project.d\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastFixedUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.PreUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastPreUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.PreLateUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastPreLateUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.PostLateUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.TimeUpdate; Isn't injected this PlayerLoop in this project.\nF:Cysharp.Threading.Tasks.PlayerLoopTiming.LastTimeUpdate; Isn't injected this PlayerLoop in this project.\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eYou can configure \u003ccode\u003eRS0030\u003c/code\u003e severity to error.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003e\u003ca target=\"_blank\" rel=\"noopener noreferrer nofollow\" href=\"https://user-images.githubusercontent.com/46207/109150837-bb933880-77ac-11eb-85ba-4fd15819dbd0.png\"\u003e\u003cimg src=\"https://user-images.githubusercontent.com/46207/109150837-bb933880-77ac-11eb-85ba-4fd15819dbd0.png\" alt=\"image\" style=\"max-width: 100%;\"\u003e\u003c/a\u003e\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003easync void vs async UniTaskVoid\u003c/h2\u003e\u003ca id=\"user-content-async-void-vs-async-unitaskvoid\" class=\"anchor\" aria-label=\"Permalink: async void vs async UniTaskVoid\" href=\"#async-void-vs-async-unitaskvoid\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003easync void\u003c/code\u003e is a standard C# task system so it does not run on UniTask systems. It is better not to use it. \u003ccode\u003easync UniTaskVoid\u003c/code\u003e is a lightweight version of \u003ccode\u003easync UniTask\u003c/code\u003e because it does not have awaitable completion and reports errors immediately to \u003ccode\u003eUniTaskScheduler.UnobservedTaskException\u003c/code\u003e. If you don't require awaiting (fire and forget), using \u003ccode\u003eUniTaskVoid\u003c/code\u003e is better. Unfortunately to dismiss warning, you're required to call \u003ccode\u003eForget()\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"public async UniTaskVoid FireAndForgetMethod()\n{\n    // do anything...\n    await UniTask.Yield();\n}\n\npublic void Caller()\n{\n    FireAndForgetMethod().Forget();\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTaskVoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eFireAndForgetMethod\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// do anything...\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003evoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eCaller\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eFireAndForgetMethod\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eForget\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eAlso UniTask has the \u003ccode\u003eForget\u003c/code\u003e method, it is similar to \u003ccode\u003eUniTaskVoid\u003c/code\u003e and has the same effects. However \u003ccode\u003eUniTaskVoid\u003c/code\u003e is more efficient if you completely don't use \u003ccode\u003eawait\u003c/code\u003e。\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"public async UniTask DoAsync()\n{\n    // do anything...\n    await UniTask.Yield();\n}\n\npublic void Caller()\n{\n    DoAsync().Forget();\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eDoAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// do anything...\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003evoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eCaller\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eDoAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eForget\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eTo use an async lambda registered to an event, don't use \u003ccode\u003easync void\u003c/code\u003e. Instead you can use \u003ccode\u003eUniTask.Action\u003c/code\u003e or \u003ccode\u003eUniTask.UnityAction\u003c/code\u003e, both of which create a delegate via \u003ccode\u003easync UniTaskVoid\u003c/code\u003e lambda.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"Action actEvent;\nUnityAction unityEvent; // especially used in uGUI\n\n// Bad: async void\nactEvent += async () =\u0026gt; { };\nunityEvent += async () =\u0026gt; { };\n\n// Ok: create Action delegate by lambda\nactEvent += UniTask.Action(async () =\u0026gt; { await UniTask.Yield(); });\nunityEvent += UniTask.UnityAction(async () =\u0026gt; { await UniTask.Yield(); });\"\u003e\u003cpre\u003e\u003cspan class=\"pl-smi\"\u003eAction\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eactEvent\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-smi\"\u003eUnityAction\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eunityEvent\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// especially used in uGUI\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// Bad: async void\u003c/span\u003e\n\u003cspan class=\"pl-s1\"\u003eactEvent\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e+=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-s1\"\u003eunityEvent\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e+=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// Ok: create Action delegate by lambda\u003c/span\u003e\n\u003cspan class=\"pl-s1\"\u003eactEvent\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e+=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eAction\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-s1\"\u003eunityEvent\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e+=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eUnityAction\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eUniTaskVoid\u003c/code\u003e can also be used in MonoBehaviour's \u003ccode\u003eStart\u003c/code\u003e method.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"class Sample : MonoBehaviour\n{\n    async UniTaskVoid Start()\n    {\n        // async init code.\n    }\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003eclass\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eSample\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e:\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eMonoBehaviour\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTaskVoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eStart\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-c\"\u003e// async init code.\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eUniTaskTracker\u003c/h2\u003e\u003ca id=\"user-content-unitasktracker\" class=\"anchor\" aria-label=\"Permalink: UniTaskTracker\" href=\"#unitasktracker\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003euseful for checking (leaked) UniTasks. You can open tracker window in \u003ccode\u003eWindow -\u0026gt; UniTask Tracker\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003e\u003ca target=\"_blank\" rel=\"noopener noreferrer nofollow\" href=\"https://user-images.githubusercontent.com/46207/83527073-4434bf00-a522-11ea-86e9-3b3975b26266.png\"\u003e\u003cimg src=\"https://user-images.githubusercontent.com/46207/83527073-4434bf00-a522-11ea-86e9-3b3975b26266.png\" alt=\"image\" style=\"max-width: 100%;\"\u003e\u003c/a\u003e\u003c/p\u003e\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003eEnable AutoReload(Toggle) - Reload automatically.\u003c/li\u003e\n\u003cli\u003eReload - Reload view.\u003c/li\u003e\n\u003cli\u003eGC.Collect - Invoke GC.Collect.\u003c/li\u003e\n\u003cli\u003eEnable Tracking(Toggle) - Start to track async/await UniTask. Performance impact: low.\u003c/li\u003e\n\u003cli\u003eEnable StackTrace(Toggle) - Capture StackTrace when task is started. Performance impact: high.\u003c/li\u003e\n\u003c/ul\u003e\n\u003cp dir=\"auto\"\u003eUniTaskTracker is intended for debugging use only as enabling tracking and capturing stacktraces is useful but has a heavy performance impact. Recommended usage is to enable both tracking and stacktraces to find task leaks and to disable them both when done.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eExternal Assets\u003c/h2\u003e\u003ca id=\"user-content-external-assets\" class=\"anchor\" aria-label=\"Permalink: External Assets\" href=\"#external-assets\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eBy default, UniTask supports TextMeshPro(\u003ccode\u003eBindTo(TMP_Text)\u003c/code\u003e and \u003ccode\u003eTMP_InputField\u003c/code\u003e event extensions like standard uGUI \u003ccode\u003eInputField\u003c/code\u003e), DOTween(\u003ccode\u003eTween\u003c/code\u003e as awaitable) and Addressables(\u003ccode\u003eAsyncOperationHandle\u003c/code\u003e and \u003ccode\u003eAsyncOperationHandle\u0026lt;T\u0026gt;\u003c/code\u003e as awaitable).\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eThere are defined in separated asmdefs like \u003ccode\u003eUniTask.TextMeshPro\u003c/code\u003e, \u003ccode\u003eUniTask.DOTween\u003c/code\u003e, \u003ccode\u003eUniTask.Addressables\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eTextMeshPro and Addressables support are automatically enabled when importing their packages from package manager.\nHowever for DOTween support, after importing from the \u003ca href=\"https://assetstore.unity.com/packages/tools/animation/dotween-hotween-v2-27676r\" rel=\"nofollow\"\u003eDOTWeen assets\u003c/a\u003e and define the scripting define symbol \u003ccode\u003eUNITASK_DOTWEEN_SUPPORT\u003c/code\u003e to enable it.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"// sequential\nawait transform.DOMoveX(2, 10);\nawait transform.DOMoveZ(5, 20);\n\n// parallel with cancellation\nvar ct = this.GetCancellationTokenOnDestroy();\n\nawait UniTask.WhenAll(\n    transform.DOMoveX(10, 3).WithCancellation(ct),\n    transform.DOScale(10, 3).WithCancellation(ct));\"\u003e\u003cpre\u003e\u003cspan class=\"pl-c\"\u003e// sequential\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etransform\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDOMoveX\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e2\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e10\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etransform\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDOMoveZ\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e5\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e20\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// parallel with cancellation\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ect\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGetCancellationTokenOnDestroy\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWhenAll\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003etransform\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDOMoveX\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e10\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWithCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ect\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003etransform\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDOScale\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e10\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWithCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ect\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eDOTween support's default behaviour(\u003ccode\u003eawait\u003c/code\u003e, \u003ccode\u003eWithCancellation\u003c/code\u003e, \u003ccode\u003eToUniTask\u003c/code\u003e) awaits tween is killed. It works on both Complete(true/false) and Kill(true/false). But if you want to reuse tweens (\u003ccode\u003eSetAutoKill(false)\u003c/code\u003e), it does not work as expected. If you want to await for another timing, the following extension methods exist in Tween, \u003ccode\u003eAwaitForComplete\u003c/code\u003e, \u003ccode\u003eAwaitForPause\u003c/code\u003e, \u003ccode\u003eAwaitForPlay\u003c/code\u003e, \u003ccode\u003eAwaitForRewind\u003c/code\u003e, \u003ccode\u003eAwaitForStepComplete\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eAsyncEnumerable and Async LINQ\u003c/h2\u003e\u003ca id=\"user-content-asyncenumerable-and-async-linq\" class=\"anchor\" aria-label=\"Permalink: AsyncEnumerable and Async LINQ\" href=\"#asyncenumerable-and-async-linq\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eUnity 2020.2 supports C# 8.0 so you can use \u003ccode\u003eawait foreach\u003c/code\u003e. This is the new Update notation in the async era.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"// Unity 2020.2, C# 8.0\nawait foreach (var _ in UniTaskAsyncEnumerable.EveryUpdate().WithCancellation(token))\n{\n    Debug.Log(\u0026quot;Update() \u0026quot; + Time.frameCount);\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-c\"\u003e// Unity 2020.2, C# 8.0\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eforeach\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003e_\u003c/span\u003e \u003cspan class=\"pl-k\"\u003ein\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTaskAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eEveryUpdate\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWithCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etoken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"Update() \"\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e+\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eTime\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eframeCount\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eIn a C# 7.3 environment, you can use the \u003ccode\u003eForEachAsync\u003c/code\u003e method to work in almost the same way.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"// C# 7.3(Unity 2018.3~)\nawait UniTaskAsyncEnumerable.EveryUpdate().ForEachAsync(_ =\u0026gt;\n{\n    Debug.Log(\u0026quot;Update() \u0026quot; + Time.frameCount);\n}, token);\"\u003e\u003cpre\u003e\u003cspan class=\"pl-c\"\u003e// C# 7.3(Unity 2018.3~)\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTaskAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eEveryUpdate\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eForEachAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e_ \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"Update() \"\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e+\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eTime\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eframeCount\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etoken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eUniTask.WhenEach\u003c/code\u003e that is similar to .NET 9's \u003ccode\u003eTask.WhenEach\u003c/code\u003e can consume new way for await multiple tasks.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"await foreach (var result in UniTask.WhenEach(task1, task2, task3))\n{\n    // The result is of type WhenEachResult\u0026lt;T\u0026gt;.\n    // It contains either `T Result` or `Exception Exception`.\n    // You can check `IsCompletedSuccessfully` or `IsFaulted` to determine whether to access `.Result` or `.Exception`.\n    // If you want to throw an exception when `IsFaulted` and retrieve the result when successful, use `GetResult()`.\n    Debug.Log(result.GetResult());\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eforeach\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eresult\u003c/span\u003e \u003cspan class=\"pl-k\"\u003ein\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWhenEach\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etask1\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etask2\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etask3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// The result is of type WhenEachResult\u0026lt;T\u0026gt;.\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// It contains either `T Result` or `Exception Exception`.\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// You can check `IsCompletedSuccessfully` or `IsFaulted` to determine whether to access `.Result` or `.Exception`.\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// If you want to throw an exception when `IsFaulted` and retrieve the result when successful, use `GetResult()`.\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eresult\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGetResult\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eUniTaskAsyncEnumerable implements asynchronous LINQ, similar to LINQ in \u003ccode\u003eIEnumerable\u0026lt;T\u0026gt;\u003c/code\u003e or Rx in \u003ccode\u003eIObservable\u0026lt;T\u0026gt;\u003c/code\u003e. 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.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"await okButton.OnClickAsAsyncEnumerable().Where((x, i) =\u0026gt; i % 2 == 0).ForEachAsync(_ =\u0026gt;\n{\n});\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eokButton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWhere\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ei\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ei\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e%\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e2\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e==\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e0\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eForEachAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e_ \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eFire and Forget style(for example, event handling), you can also use \u003ccode\u003eSubscribe\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"okButton.OnClickAsAsyncEnumerable().Where((x, i) =\u0026gt; i % 2 == 0).Subscribe(_ =\u0026gt;\n{\n});\"\u003e\u003cpre\u003e\u003cspan class=\"pl-s1\"\u003eokButton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWhere\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ei\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ei\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e%\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e2\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e==\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e0\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSubscribe\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e_ \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eAsync LINQ is enabled when \u003ccode\u003eusing Cysharp.Threading.Tasks.Linq;\u003c/code\u003e, and \u003ccode\u003eUniTaskAsyncEnumerable\u003c/code\u003e is defined in \u003ccode\u003eUniTask.Linq\u003c/code\u003e asmdef.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eIt'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.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eUniTaskAsyncEnumerable\u003c/code\u003e is the entry point like \u003ccode\u003eEnumerable\u003c/code\u003e. In addition to the standard query operators, there are other generators for Unity such as \u003ccode\u003eEveryUpdate\u003c/code\u003e, \u003ccode\u003eTimer\u003c/code\u003e, \u003ccode\u003eTimerFrame\u003c/code\u003e, \u003ccode\u003eInterval\u003c/code\u003e, \u003ccode\u003eIntervalFrame\u003c/code\u003e, and \u003ccode\u003eEveryValueChanged\u003c/code\u003e. And also added additional UniTask original query operators like \u003ccode\u003eAppend\u003c/code\u003e, \u003ccode\u003ePrepend\u003c/code\u003e, \u003ccode\u003eDistinctUntilChanged\u003c/code\u003e, \u003ccode\u003eToHashSet\u003c/code\u003e, \u003ccode\u003eBuffer\u003c/code\u003e, \u003ccode\u003eCombineLatest\u003c/code\u003e,\u003ccode\u003eMerge\u003c/code\u003e \u003ccode\u003eDo\u003c/code\u003e, \u003ccode\u003eNever\u003c/code\u003e, \u003ccode\u003eForEachAsync\u003c/code\u003e, \u003ccode\u003ePairwise\u003c/code\u003e, \u003ccode\u003ePublish\u003c/code\u003e, \u003ccode\u003eQueue\u003c/code\u003e, \u003ccode\u003eReturn\u003c/code\u003e, \u003ccode\u003eSkipUntil\u003c/code\u003e, \u003ccode\u003eTakeUntil\u003c/code\u003e, \u003ccode\u003eSkipUntilCanceled\u003c/code\u003e, \u003ccode\u003eTakeUntilCanceled\u003c/code\u003e, \u003ccode\u003eTakeLast\u003c/code\u003e, \u003ccode\u003eSubscribe\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eThe method with Func as an argument has three additional overloads, \u003ccode\u003e***Await\u003c/code\u003e, \u003ccode\u003e***AwaitWithCancellation\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"Select(Func\u0026lt;T, TR\u0026gt; selector)\nSelectAwait(Func\u0026lt;T, UniTask\u0026lt;TR\u0026gt;\u0026gt; selector)\nSelectAwaitWithCancellation(Func\u0026lt;T, CancellationToken, UniTask\u0026lt;TR\u0026gt;\u0026gt; selector)\"\u003e\u003cpre\u003e\u003cspan class=\"pl-s1\"\u003eSelect\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eFunc\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eT\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eTR\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eselector\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\nSelectAwait\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eFunc\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eT\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eTR\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eselector\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\nSelectAwaitWithCancellation\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eFunc\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eT\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eCancellationToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eTR\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eselector\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eIf you want to use the \u003ccode\u003easync\u003c/code\u003e method inside the func, use the \u003ccode\u003e***Await\u003c/code\u003e or \u003ccode\u003e***AwaitWithCancellation\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eHow to create an async iterator: C# 8.0 supports async iterator(\u003ccode\u003easync yield return\u003c/code\u003e) but it only allows \u003ccode\u003eIAsyncEnumerable\u0026lt;T\u0026gt;\u003c/code\u003e and of course requires C# 8.0. UniTask supports \u003ccode\u003eUniTaskAsyncEnumerable.Create\u003c/code\u003e method to create custom async iterator.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"// IAsyncEnumerable, C# 8.0 version of async iterator. ( do not use this style, IAsyncEnumerable is not controled in UniTask).\npublic async IAsyncEnumerable\u0026lt;int\u0026gt; MyEveryUpdate([EnumeratorCancellation]CancellationToken cancelationToken = default)\n{\n    var frameCount = 0;\n    await UniTask.Yield();\n    while (!token.IsCancellationRequested)\n    {\n        yield return frameCount++;\n        await UniTask.Yield();\n    }\n}\n\n// UniTaskAsyncEnumerable.Create and use `await writer.YieldAsync` instead of `yield return`.\npublic IUniTaskAsyncEnumerable\u0026lt;int\u0026gt; MyEveryUpdate()\n{\n    // writer(IAsyncWriter\u0026lt;T\u0026gt;) has `YieldAsync(value)` method.\n    return UniTaskAsyncEnumerable.Create\u0026lt;int\u0026gt;(async (writer, token) =\u0026gt;\n    {\n        var frameCount = 0;\n        await UniTask.Yield();\n        while (!token.IsCancellationRequested)\n        {\n            await writer.YieldAsync(frameCount++); // instead of `yield return`\n            await UniTask.Yield();\n        }\n    });\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-c\"\u003e// IAsyncEnumerable, C# 8.0 version of async iterator. ( do not use this style, IAsyncEnumerable is not controled in UniTask).\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eIAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eMyEveryUpdate\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e[\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003eEnumeratorCancellation\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e]\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eCancellationToken\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ecancelationToken\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003edefault\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eframeCount\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e0\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003ewhile\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e!\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etoken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eIsCancellationRequested\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003eyield\u003c/span\u003e \u003cspan class=\"pl-k\"\u003ereturn\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eframeCount\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e++\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// UniTaskAsyncEnumerable.Create and use `await writer.YieldAsync` instead of `yield return`.\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eIUniTaskAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eMyEveryUpdate\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// writer(IAsyncWriter\u0026lt;T\u0026gt;) has `YieldAsync(value)` method.\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003ereturn\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTaskAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eCreate\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ewriter\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etoken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eframeCount\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e0\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003ewhile\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e!\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etoken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eIsCancellationRequested\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n        \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n            \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ewriter\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYieldAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eframeCount\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e++\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// instead of `yield return`\u003c/span\u003e\n            \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eAwaitable Events\u003c/h2\u003e\u003ca id=\"user-content-awaitable-events\" class=\"anchor\" aria-label=\"Permalink: Awaitable Events\" href=\"#awaitable-events\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eAll uGUI component implements \u003ccode\u003e***AsAsyncEnumerable\u003c/code\u003e to convert asynchronous streams of events.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"async UniTask TripleClick()\n{\n    // In default, used button.GetCancellationTokenOnDestroy to manage lieftime of async\n    await button.OnClickAsync();\n    await button.OnClickAsync();\n    await button.OnClickAsync();\n    Debug.Log(\u0026quot;Three times clicked\u0026quot;);\n}\n\n// more efficient way\nasync UniTask TripleClick()\n{\n    using (var handler = button.GetAsyncClickEventHandler())\n    {\n        await handler.OnClickAsync();\n        await handler.OnClickAsync();\n        await handler.OnClickAsync();\n        Debug.Log(\u0026quot;Three times clicked\u0026quot;);\n    }\n}\n\n// use async LINQ\nasync UniTask TripleClick(CancellationToken token)\n{\n    await button.OnClickAsAsyncEnumerable().Take(3).Last();\n    Debug.Log(\u0026quot;Three times clicked\u0026quot;);\n}\n\n// use async LINQ2\nasync UniTask TripleClick(CancellationToken token)\n{\n    await button.OnClickAsAsyncEnumerable().Take(3).ForEachAsync(_ =\u0026gt;\n    {\n        Debug.Log(\u0026quot;Every clicked\u0026quot;);\n    });\n    Debug.Log(\u0026quot;Three times clicked, complete.\u0026quot;);\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eTripleClick\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-c\"\u003e// In default, used button.GetCancellationTokenOnDestroy to manage lieftime of async\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ebutton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ebutton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ebutton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"Three times clicked\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// more efficient way\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eTripleClick\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eusing\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ehandler\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ebutton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGetAsyncClickEventHandler\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ehandler\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ehandler\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ehandler\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"Three times clicked\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// use async LINQ\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eTripleClick\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eCancellationToken\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etoken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ebutton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eTake\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLast\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"Three times clicked\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// use async LINQ2\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eTripleClick\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eCancellationToken\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etoken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ebutton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eTake\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eForEachAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e_ \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"Every clicked\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s\"\u003e\"Three times clicked, complete.\"\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eAll MonoBehaviour message events can convert async-streams by \u003ccode\u003eAsyncTriggers\u003c/code\u003e that can be enabled by \u003ccode\u003eusing Cysharp.Threading.Tasks.Triggers;\u003c/code\u003e. AsyncTrigger can be created using \u003ccode\u003eGetAsync***Trigger\u003c/code\u003e and triggers itself as UniTaskAsyncEnumerable.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"var trigger = this.GetOnCollisionEnterAsyncHandler();\nawait trigger.OnCollisionEnterAsync();\nawait trigger.OnCollisionEnterAsync();\nawait trigger.OnCollisionEnterAsync();\n\n// every moves.\nawait this.GetAsyncMoveTrigger().ForEachAsync(axisEventData =\u0026gt;\n{\n});\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etrigger\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGetOnCollisionEnterAsyncHandler\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etrigger\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnCollisionEnterAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etrigger\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnCollisionEnterAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etrigger\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnCollisionEnterAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// every moves.\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGetAsyncMoveTrigger\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eForEachAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003eaxisEventData \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eAsyncReactiveProperty\u003c/code\u003e, \u003ccode\u003eAsyncReadOnlyReactiveProperty\u003c/code\u003e is UniTask's version of ReactiveProperty. \u003ccode\u003eBindTo\u003c/code\u003e extension method of \u003ccode\u003eIUniTaskAsyncEnumerable\u0026lt;T\u0026gt;\u003c/code\u003e for binding asynchronous stream values to Unity components(Text/Selectable/TMP/Text).\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"var rp = new AsyncReactiveProperty\u0026lt;int\u0026gt;(99);\n\n// AsyncReactiveProperty itself is IUniTaskAsyncEnumerable, you can query by LINQ\nrp.ForEachAsync(x =\u0026gt;\n{\n    Debug.Log(x);\n}, this.GetCancellationTokenOnDestroy()).Forget();\n\nrp.Value = 10; // push 10 to all subscriber\nrp.Value = 11; // push 11 to all subscriber\n\n// WithoutCurrent ignore initial value\n// BindTo bind stream value to unity components.\nrp.WithoutCurrent().BindTo(this.textComponent);\n\nawait rp.WaitAsync(); // wait until next value set\n\n// also exists ToReadOnlyAsyncReactiveProperty\nvar rp2 = new AsyncReactiveProperty\u0026lt;int\u0026gt;(99);\nvar rorp = rp.CombineLatest(rp2, (x, y) =\u0026gt; (x, y)).ToReadOnlyAsyncReactiveProperty(CancellationToken.None);\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003erp\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eAsyncReactiveProperty\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e99\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// AsyncReactiveProperty itself is IUniTaskAsyncEnumerable, you can query by LINQ\u003c/span\u003e\n\u003cspan class=\"pl-s1\"\u003erp\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eForEachAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003ex \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGetCancellationTokenOnDestroy\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eForget\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-s1\"\u003erp\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eValue\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e10\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// push 10 to all subscriber\u003c/span\u003e\n\u003cspan class=\"pl-s1\"\u003erp\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eValue\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e11\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// push 11 to all subscriber\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// WithoutCurrent ignore initial value\u003c/span\u003e\n\u003cspan class=\"pl-c\"\u003e// BindTo bind stream value to unity components.\u003c/span\u003e\n\u003cspan class=\"pl-s1\"\u003erp\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWithoutCurrent\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eBindTo\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etextComponent\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003erp\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eWaitAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// wait until next value set\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// also exists ToReadOnlyAsyncReactiveProperty\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003erp2\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eAsyncReactiveProperty\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e99\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003erorp\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003erp\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eCombineLatest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003erp2\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ey\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ey\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eToReadOnlyAsyncReactiveProperty\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eCancellationToken\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eNone\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eA 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.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"// can not get click event during 3 seconds complete.\nawait button.OnClickAsAsyncEnumerable().ForEachAwaitAsync(async x =\u0026gt;\n{\n    await UniTask.Delay(TimeSpan.FromSeconds(3));\n});\"\u003e\u003cpre\u003e\u003cspan class=\"pl-c\"\u003e// can not get click event during 3 seconds complete.\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ebutton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eForEachAwaitAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e x \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDelay\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTimeSpan\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eFromSeconds\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eIt is useful (prevent double-click) but not useful sometimes.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eUsing the \u003ccode\u003eQueue()\u003c/code\u003e method will also queue events during asynchronous processing.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"// queued message in asynchronous processing\nawait button.OnClickAsAsyncEnumerable().Queue().ForEachAwaitAsync(async x =\u0026gt;\n{\n    await UniTask.Delay(TimeSpan.FromSeconds(3));\n});\"\u003e\u003cpre\u003e\u003cspan class=\"pl-c\"\u003e// queued message in asynchronous processing\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ebutton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eQueue\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eForEachAwaitAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e x \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDelay\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTimeSpan\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eFromSeconds\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eOr use \u003ccode\u003eSubscribe\u003c/code\u003e, fire and forget style.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"button.OnClickAsAsyncEnumerable().Subscribe(async x =\u0026gt;\n{\n    await UniTask.Delay(TimeSpan.FromSeconds(3));\n});\"\u003e\u003cpre\u003e\u003cspan class=\"pl-s1\"\u003ebutton\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eOnClickAsAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSubscribe\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e x \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDelay\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTimeSpan\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eFromSeconds\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eChannel\u003c/h2\u003e\u003ca id=\"user-content-channel\" class=\"anchor\" aria-label=\"Permalink: Channel\" href=\"#channel\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eChannel\u003c/code\u003e is the same as \u003ca href=\"https://docs.microsoft.com/en-us/dotnet/api/system.threading.channels?view=netcore-3.1\" rel=\"nofollow\"\u003eSystem.Threading.Tasks.Channels\u003c/a\u003e which is similar to a GoLang Channel.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eCurrently it only supports multiple-producer, single-consumer unbounded channels. It can create by \u003ccode\u003eChannel.CreateSingleConsumerUnbounded\u0026lt;T\u0026gt;()\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eFor producer(\u003ccode\u003e.Writer\u003c/code\u003e), use \u003ccode\u003eTryWrite\u003c/code\u003e to push value and \u003ccode\u003eTryComplete\u003c/code\u003e to complete channel. For consumer(\u003ccode\u003e.Reader\u003c/code\u003e), use \u003ccode\u003eTryRead\u003c/code\u003e, \u003ccode\u003eWaitToReadAsync\u003c/code\u003e, \u003ccode\u003eReadAsync\u003c/code\u003e, \u003ccode\u003eCompletion\u003c/code\u003e and \u003ccode\u003eReadAllAsync\u003c/code\u003e to read queued messages.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eReadAllAsync\u003c/code\u003e returns \u003ccode\u003eIUniTaskAsyncEnumerable\u0026lt;T\u0026gt;\u003c/code\u003e so query LINQ operators. Reader only allows single-consumer but uses \u003ccode\u003e.Publish()\u003c/code\u003e query operator to enable multicast message. For example, make pub/sub utility.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"public class AsyncMessageBroker\u0026lt;T\u0026gt; : IDisposable\n{\n    Channel\u0026lt;T\u0026gt; channel;\n\n    IConnectableUniTaskAsyncEnumerable\u0026lt;T\u0026gt; multicastSource;\n    IDisposable connection;\n\n    public AsyncMessageBroker()\n    {\n        channel = Channel.CreateSingleConsumerUnbounded\u0026lt;T\u0026gt;();\n        multicastSource = channel.Reader.ReadAllAsync().Publish();\n        connection = multicastSource.Connect(); // Publish returns IConnectableUniTaskAsyncEnumerable.\n    }\n\n    public void Publish(T value)\n    {\n        channel.Writer.TryWrite(value);\n    }\n\n    public IUniTaskAsyncEnumerable\u0026lt;T\u0026gt; Subscribe()\n    {\n        return multicastSource;\n    }\n\n    public void Dispose()\n    {\n        channel.Writer.TryComplete();\n        connection.Dispose();\n    }\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eclass\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eAsyncMessageBroker\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003eT\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e:\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eIDisposable\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-smi\"\u003eChannel\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eT\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003echannel\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-smi\"\u003eIConnectableUniTaskAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eT\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003emulticastSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-smi\"\u003eIDisposable\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003econnection\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-v\"\u003eAsyncMessageBroker\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003echannel\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eChannel\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eCreateSingleConsumerUnbounded\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eT\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003emulticastSource\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003echannel\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eReader\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eReadAllAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003ePublish\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003econnection\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003emulticastSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eConnect\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e \u003cspan class=\"pl-c\"\u003e// Publish returns IConnectableUniTaskAsyncEnumerable.\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n    \u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003evoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003ePublish\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eT\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003evalue\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003echannel\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eWriter\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eTryWrite\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003evalue\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n    \u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eIUniTaskAsyncEnumerable\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eT\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eSubscribe\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003ereturn\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003emulticastSource\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n    \u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003evoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eDispose\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003echannel\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eWriter\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eTryComplete\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003econnection\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDispose\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003evs Awaitable\u003c/h2\u003e\u003ca id=\"user-content-vs-awaitable\" class=\"anchor\" aria-label=\"Permalink: vs Awaitable\" href=\"#vs-awaitable\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eUnity 6 introduces the awaitable type, \u003ca href=\"https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Awaitable.html\" rel=\"nofollow\"\u003eAwaitable\u003c/a\u003e. To put it simply, Awaitable can be considered a subset of UniTask, and in fact, Awaitable's design was influenced by UniTask. It should be able to handle PlayerLoop-based awaits, pooled Tasks, and support for cancellation with \u003ccode\u003eCancellationToken\u003c/code\u003e in a similar way. With its inclusion in the standard library, you may wonder whether to continue using UniTask or migrate to Awaitable. Here's a brief guide.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eFirst, the functionality provided by Awaitable is equivalent to what coroutines offer. Instead of \u003ccode\u003eyield return\u003c/code\u003e, you use await; \u003ccode\u003eawait NextFrameAsync()\u003c/code\u003e replaces \u003ccode\u003eyield return null\u003c/code\u003e; and there are equivalents for \u003ccode\u003eWaitForSeconds\u003c/code\u003e and \u003ccode\u003eEndOfFrame\u003c/code\u003e. However, that's the extent of it. Being coroutine-based in terms of functionality, it lacks Task-based features. In practical application development using async/await, operations like \u003ccode\u003eWhenAll\u003c/code\u003e are essential. Additionally, UniTask enables many frame-based operations (such as \u003ccode\u003eDelayFrame\u003c/code\u003e) and more flexible PlayerLoopTiming control, which are not available in Awaitable. Of course, there's no Tracker Window either.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eTherefore, I recommend using UniTask for application development. UniTask is a superset of Awaitable and includes many essential features. For library development, where you want to avoid external dependencies, using Awaitable as a return type for methods would be appropriate. Awaitable can be converted to UniTask using \u003ccode\u003eAsUniTask\u003c/code\u003e, so there's no issue in handling Awaitable-based functionality within the UniTask library. Of course, if you don't need to worry about dependencies, using UniTask would be the best choice even for library development.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eFor Unit Testing\u003c/h2\u003e\u003ca id=\"user-content-for-unit-testing\" class=\"anchor\" aria-label=\"Permalink: For Unit Testing\" href=\"#for-unit-testing\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eUnity's \u003ccode\u003e[UnityTest]\u003c/code\u003e attribute can test coroutine(IEnumerator) but can not test async. \u003ccode\u003eUniTask.ToCoroutine\u003c/code\u003e bridges async/await to coroutine so you can test async methods.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"[UnityTest]\npublic IEnumerator DelayIgnore() =\u0026gt; UniTask.ToCoroutine(async () =\u0026gt;\n{\n    var time = Time.realtimeSinceStartup;\n\n    Time.timeScale = 0.5f;\n    try\n    {\n        await UniTask.Delay(TimeSpan.FromSeconds(3), ignoreTimeScale: true);\n\n        var elapsed = Time.realtimeSinceStartup - time;\n        Assert.AreEqual(3, (int)Math.Round(TimeSpan.FromSeconds(elapsed).TotalSeconds, MidpointRounding.ToEven));\n    }\n    finally\n    {\n        Time.timeScale = 1.0f;\n    }\n});\"\u003e\u003cpre\u003e\u003cspan class=\"pl-kos\"\u003e[\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003eUnityTest\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e]\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eIEnumerator\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eDelayIgnore\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eToCoroutine\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u0026gt;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etime\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eTime\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003erealtimeSinceStartup\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n    \u003cspan class=\"pl-s1\"\u003eTime\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etimeScale\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e0.5f\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003etry\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDelay\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTimeSpan\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eFromSeconds\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eignoreTimeScale\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e:\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003etrue\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n        \u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eelapsed\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eTime\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003erealtimeSinceStartup\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e-\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003etime\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003eAssert\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eAreEqual\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e3\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eMath\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eRound\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTimeSpan\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eFromSeconds\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eelapsed\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTotalSeconds\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eMidpointRounding\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eToEven\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003efinally\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003eTime\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etimeScale\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e=\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e1.0f\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eUniTask's own unit tests are written using Unity Test Runner and \u003ca href=\"https://github.com/Cysharp/RuntimeUnitTestToolkit\"\u003eCysharp/RuntimeUnitTestToolkit\u003c/a\u003e to integrate with CI and check if IL2CPP is working.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eThreadPool limitation\u003c/h2\u003e\u003ca id=\"user-content-threadpool-limitation\" class=\"anchor\" aria-label=\"Permalink: ThreadPool limitation\" href=\"#threadpool-limitation\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eMost UniTask methods run on a single thread (PlayerLoop), with only \u003ccode\u003eUniTask.Run\u003c/code\u003e(\u003ccode\u003eTask.Run\u003c/code\u003e equivalent) and \u003ccode\u003eUniTask.SwitchToThreadPool\u003c/code\u003e running on a thread pool. If you use a thread pool, it won't work with WebGL and so on.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003e\u003ccode\u003eUniTask.Run\u003c/code\u003e is now deprecated. You can use \u003ccode\u003eUniTask.RunOnThreadPool\u003c/code\u003e instead. And also consider whether you can use \u003ccode\u003eUniTask.Create\u003c/code\u003e or \u003ccode\u003eUniTask.Void\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eIEnumerator.ToUniTask limitation\u003c/h2\u003e\u003ca id=\"user-content-ienumeratortounitask-limitation\" class=\"anchor\" aria-label=\"Permalink: IEnumerator.ToUniTask limitation\" href=\"#ienumeratortounitask-limitation\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eYou can convert coroutine(IEnumerator) to UniTask(or await directly) but it has some limitations.\u003c/p\u003e\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003e\u003ccode\u003eWaitForEndOfFrame\u003c/code\u003e/\u003ccode\u003eWaitForFixedUpdate\u003c/code\u003e/\u003ccode\u003eCoroutine\u003c/code\u003e is not supported.\u003c/li\u003e\n\u003cli\u003eConsuming loop timing is not the same as \u003ccode\u003eStartCoroutine\u003c/code\u003e, it uses the specified \u003ccode\u003ePlayerLoopTiming\u003c/code\u003e and the default \u003ccode\u003ePlayerLoopTiming.Update\u003c/code\u003e is run before MonoBehaviour's \u003ccode\u003eUpdate\u003c/code\u003e and \u003ccode\u003eStartCoroutine\u003c/code\u003e's loop.\u003c/li\u003e\n\u003c/ul\u003e\n\u003cp dir=\"auto\"\u003eIf you want fully compatible conversion from coroutine to async, use the \u003ccode\u003eIEnumerator.ToUniTask(MonoBehaviour coroutineRunner)\u003c/code\u003e overload. It executes StartCoroutine on an instance of the argument MonoBehaviour and waits for it to complete in UniTask.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eFor UnityEditor\u003c/h2\u003e\u003ca id=\"user-content-for-unityeditor\" class=\"anchor\" aria-label=\"Permalink: For UnityEditor\" href=\"#for-unityeditor\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eUniTask can run on Unity Editor like an Editor Coroutine. However, there are some limitations.\u003c/p\u003e\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003eUniTask.Delay's DelayType.DeltaTime, UnscaledDeltaTime do not work correctly because they can not get deltaTime in editor. Therefore run on EditMode, automatically change DelayType to \u003ccode\u003eDelayType.Realtime\u003c/code\u003e that wait for the right time.\u003c/li\u003e\n\u003cli\u003eAll PlayerLoopTiming run on the timing \u003ccode\u003eEditorApplication.update\u003c/code\u003e.\u003c/li\u003e\n\u003cli\u003e\u003ccode\u003e-batchmode\u003c/code\u003e with \u003ccode\u003e-quit\u003c/code\u003e does not work because Unity does not run \u003ccode\u003eEditorApplication.update\u003c/code\u003e and quit after a single frame. Instead, don't use \u003ccode\u003e-quit\u003c/code\u003e and quit manually with \u003ccode\u003eEditorApplication.Exit(0)\u003c/code\u003e.\u003c/li\u003e\n\u003c/ul\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eCompare with Standard Task API\u003c/h2\u003e\u003ca id=\"user-content-compare-with-standard-task-api\" class=\"anchor\" aria-label=\"Permalink: Compare with Standard Task API\" href=\"#compare-with-standard-task-api\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eUniTask has many standard Task-like APIs. This table shows what the alternative apis are.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eUse standard type.\u003c/p\u003e\n\u003cmarkdown-accessiblity-table\u003e\u003ctable\u003e\n\u003cthead\u003e\n\u003ctr\u003e\n\u003cth\u003e.NET Type\u003c/th\u003e\n\u003cth\u003eUniTask Type\u003c/th\u003e\n\u003c/tr\u003e\n\u003c/thead\u003e\n\u003ctbody\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eIProgress\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e---\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eCancellationToken\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e---\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eCancellationTokenSource\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e---\u003c/td\u003e\n\u003c/tr\u003e\n\u003c/tbody\u003e\n\u003c/table\u003e\u003c/markdown-accessiblity-table\u003e\n\u003cp dir=\"auto\"\u003eUse UniTask type.\u003c/p\u003e\n\u003cmarkdown-accessiblity-table\u003e\u003ctable\u003e\n\u003cthead\u003e\n\u003ctr\u003e\n\u003cth\u003e.NET Type\u003c/th\u003e\n\u003cth\u003eUniTask Type\u003c/th\u003e\n\u003c/tr\u003e\n\u003c/thead\u003e\n\u003ctbody\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask\u003c/code\u003e/\u003ccode\u003eValueTask\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask\u0026lt;T\u0026gt;\u003c/code\u003e/\u003ccode\u003eValueTask\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003easync void\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003easync UniTaskVoid\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003e+= async () =\u0026gt; { }\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.Void\u003c/code\u003e, \u003ccode\u003eUniTask.Action\u003c/code\u003e, \u003ccode\u003eUniTask.UnityAction\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e---\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTaskCompletionSource\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTaskCompletionSource\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTaskCompletionSource\u0026lt;T\u0026gt;\u003c/code\u003e/\u003ccode\u003eAutoResetUniTaskCompletionSource\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eManualResetValueTaskSourceCore\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTaskCompletionSourceCore\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eIValueTaskSource\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eIUniTaskSource\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eIValueTaskSource\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eIUniTaskSource\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eValueTask.IsCompleted\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.Status.IsCompleted()\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eValueTask\u0026lt;T\u0026gt;.IsCompleted\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask\u0026lt;T\u0026gt;.Status.IsCompleted()\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003enew Progress\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eProgress.Create\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eCancellationToken.Register(UnsafeRegister)\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eCancellationToken.RegisterWithoutCaptureExecutionContext\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eCancellationTokenSource.CancelAfter\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eCancellationTokenSource.CancelAfterSlim\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eChannel.CreateUnbounded\u0026lt;T\u0026gt;(false){ SingleReader = true }\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eChannel.CreateSingleConsumerUnbounded\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eIAsyncEnumerable\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eIUniTaskAsyncEnumerable\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eIAsyncEnumerator\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eIUniTaskAsyncEnumerator\u0026lt;T\u0026gt;\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eIAsyncDisposable\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eIUniTaskAsyncDisposable\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask.Delay\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.Delay\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask.Yield\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.Yield\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask.Run\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.RunOnThreadPool\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask.WhenAll\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.WhenAll\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask.WhenAny\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.WhenAny\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask.WhenEach\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.WhenEach\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask.CompletedTask\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.CompletedTask\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask.FromException\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.FromException\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask.FromResult\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.FromResult\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask.FromCanceled\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.FromCanceled\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTask.ContinueWith\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTask.ContinueWith\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003ccode\u003eTaskScheduler.UnobservedTaskException\u003c/code\u003e\u003c/td\u003e\n\u003ctd\u003e\u003ccode\u003eUniTaskScheduler.UnobservedTaskException\u003c/code\u003e\u003c/td\u003e\n\u003c/tr\u003e\n\u003c/tbody\u003e\n\u003c/table\u003e\u003c/markdown-accessiblity-table\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003ePooling Configuration\u003c/h2\u003e\u003ca id=\"user-content-pooling-configuration\" class=\"anchor\" aria-label=\"Permalink: Pooling Configuration\" href=\"#pooling-configuration\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eUniTask aggressively caches async promise objects to achieve zero allocation (for technical details, see blog post \u003ca href=\"https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd\" rel=\"nofollow\"\u003eUniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ\u003c/a\u003e). By default, it caches all promises but you can configure \u003ccode\u003eTaskPool.SetMaxPoolSize\u003c/code\u003e to your value, the value indicates cache size per type. \u003ccode\u003eTaskPool.GetCacheSizeInfo\u003c/code\u003e returns currently cached objects in pool.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"foreach (var (type, size) in TaskPool.GetCacheSizeInfo())\n{\n    Debug.Log(type + \u0026quot;:\u0026quot; + size);\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003eforeach\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003evar\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etype\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003esize\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e \u003cspan class=\"pl-k\"\u003ein\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eTaskPool\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eGetCacheSizeInfo\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-s1\"\u003eDebug\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eLog\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003etype\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e+\u003c/span\u003e \u003cspan class=\"pl-s\"\u003e\":\"\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e+\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003esize\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eAllocation on Profiler\u003c/h2\u003e\u003ca id=\"user-content-allocation-on-profiler\" class=\"anchor\" aria-label=\"Permalink: Allocation on Profiler\" href=\"#allocation-on-profiler\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eIn UnityEditor the profiler shows allocation of compiler generated AsyncStateMachine but it only occurs in debug(development) build. C# Compiler generates AsyncStateMachine as class on Debug build and as struct on Release build.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eUnity supports Code Optimization option starting in 2020.1 (right, footer).\u003c/p\u003e\n\u003cp dir=\"auto\"\u003e\u003ca target=\"_blank\" rel=\"noopener noreferrer nofollow\" href=\"https://user-images.githubusercontent.com/46207/89967342-2f944600-dc8c-11ea-99fc-0b74527a16f6.png\"\u003e\u003cimg src=\"https://user-images.githubusercontent.com/46207/89967342-2f944600-dc8c-11ea-99fc-0b74527a16f6.png\" alt=\"\" style=\"max-width: 100%;\"\u003e\u003c/a\u003e\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eYou can change C# compiler optimization to release to remove AsyncStateMachine allocation in development builds. This optimization option can also be set via \u003ccode\u003eCompilation.CompilationPipeline-codeOptimization\u003c/code\u003e, and \u003ccode\u003eCompilation.CodeOptimization\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eUniTaskSynchronizationContext\u003c/h2\u003e\u003ca id=\"user-content-unitasksynchronizationcontext\" class=\"anchor\" aria-label=\"Permalink: UniTaskSynchronizationContext\" href=\"#unitasksynchronizationcontext\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eUnity's default SynchronizationContext(\u003ccode\u003eUnitySynchronizationContext\u003c/code\u003e) is a poor implementation for performance. UniTask bypasses \u003ccode\u003eSynchronizationContext\u003c/code\u003e(and \u003ccode\u003eExecutionContext\u003c/code\u003e) so it does not use it but if exists in \u003ccode\u003easync Task\u003c/code\u003e, still used it. \u003ccode\u003eUniTaskSynchronizationContext\u003c/code\u003e is a replacement of \u003ccode\u003eUnitySynchronizationContext\u003c/code\u003e which is better for performance.\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"public class SyncContextInjecter\n{\n    [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]\n    public static void Inject()\n    {\n        SynchronizationContext.SetSynchronizationContext(new UniTaskSynchronizationContext());\n    }\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eclass\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eSyncContextInjecter\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e[\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003eRuntimeInitializeOnLoadMethod\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eRuntimeInitializeLoadType\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eSubsystemRegistration\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e]\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003e\u003cspan class=\"pl-k\"\u003estatic\u003c/span\u003e\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003evoid\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eInject\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-s1\"\u003eSynchronizationContext\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSetSynchronizationContext\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003enew\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTaskSynchronizationContext\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eThis is an optional choice and is not always recommended; \u003ccode\u003eUniTaskSynchronizationContext\u003c/code\u003e is less performant than \u003ccode\u003easync UniTask\u003c/code\u003e and is not a complete UniTask replacement. It also does not guarantee full behavioral compatibility with the \u003ccode\u003eUnitySynchronizationContext\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eAPI References\u003c/h2\u003e\u003ca id=\"user-content-api-references\" class=\"anchor\" aria-label=\"Permalink: API References\" href=\"#api-references\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eUniTask's API References are hosted at \u003ca href=\"https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.html\" rel=\"nofollow\"\u003ecysharp.github.io/UniTask\u003c/a\u003e by \u003ca href=\"https://dotnet.github.io/docfx/\" rel=\"nofollow\"\u003eDocFX\u003c/a\u003e and \u003ca href=\"https://github.com/Cysharp/DocfxTemplate\"\u003eCysharp/DocfXTemplate\u003c/a\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eFor example, UniTask's factory methods can be seen at \u003ca href=\"https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.UniTask.html#methods-1\" rel=\"nofollow\"\u003eUniTask#methods\u003c/a\u003e. UniTaskAsyncEnumerable's factory/extension methods can be seen at \u003ca href=\"https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.Linq.UniTaskAsyncEnumerable.html#methods-1\" rel=\"nofollow\"\u003eUniTaskAsyncEnumerable#methods\u003c/a\u003e.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eUPM Package\u003c/h2\u003e\u003ca id=\"user-content-upm-package\" class=\"anchor\" aria-label=\"Permalink: UPM Package\" href=\"#upm-package\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch3 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eInstall via git URL\u003c/h3\u003e\u003ca id=\"user-content-install-via-git-url\" class=\"anchor\" aria-label=\"Permalink: Install via git URL\" href=\"#install-via-git-url\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eRequires a version of unity that supports path query parameter for git packages (Unity \u0026gt;= 2019.3.4f1, Unity \u0026gt;= 2020.1a21). You can add \u003ccode\u003ehttps://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask\u003c/code\u003e to Package Manager\u003c/p\u003e\n\u003cp dir=\"auto\"\u003e\u003ca target=\"_blank\" rel=\"noopener noreferrer nofollow\" href=\"https://user-images.githubusercontent.com/46207/79450714-3aadd100-8020-11ea-8aae-b8d87fc4d7be.png\"\u003e\u003cimg src=\"https://user-images.githubusercontent.com/46207/79450714-3aadd100-8020-11ea-8aae-b8d87fc4d7be.png\" alt=\"image\" style=\"max-width: 100%;\"\u003e\u003c/a\u003e\u003c/p\u003e\n\u003cp dir=\"auto\"\u003e\u003ca target=\"_blank\" rel=\"noopener noreferrer nofollow\" href=\"https://user-images.githubusercontent.com/46207/83702872-e0f17c80-a648-11ea-8183-7469dcd4f810.png\"\u003e\u003cimg src=\"https://user-images.githubusercontent.com/46207/83702872-e0f17c80-a648-11ea-8183-7469dcd4f810.png\" alt=\"image\" style=\"max-width: 100%;\"\u003e\u003c/a\u003e\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eor add \u003ccode\u003e\"com.cysharp.unitask\": \"https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask\"\u003c/code\u003e to \u003ccode\u003ePackages/manifest.json\u003c/code\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eIf you want to set a target version, UniTask uses the \u003ccode\u003e*.*.*\u003c/code\u003e release tag so you can specify a version like \u003ccode\u003e#2.1.0\u003c/code\u003e. For example \u003ccode\u003ehttps://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask#2.1.0\u003c/code\u003e.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003e.NET Core\u003c/h2\u003e\u003ca id=\"user-content-net-core\" class=\"anchor\" aria-label=\"Permalink: .NET Core\" href=\"#net-core\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eFor .NET Core, use NuGet.\u003c/p\u003e\n\u003cblockquote\u003e\n\u003cp dir=\"auto\"\u003ePM\u0026gt; Install-Package \u003ca href=\"https://www.nuget.org/packages/UniTask\" rel=\"nofollow\"\u003eUniTask\u003c/a\u003e\u003c/p\u003e\n\u003c/blockquote\u003e\n\u003cp dir=\"auto\"\u003eUniTask of .NET Core version is a subset of Unity UniTask with PlayerLoop dependent methods removed.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eIt runs at higher performance than the standard Task/ValueTask, but you should be careful to ignore the ExecutionContext/SynchronizationContext when using it. \u003ccode\u003eAsyncLocal\u003c/code\u003e also does not work because it ignores ExecutionContext.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eIf you use UniTask internally, but provide ValueTask as an external API, you can write it like the following(Inspired by \u003ca href=\"https://github.com/mgravell/PooledAwait\"\u003ePooledAwait\u003c/a\u003e).\u003c/p\u003e\n\u003cdiv class=\"highlight highlight-source-cs notranslate position-relative overflow-auto\" dir=\"auto\" data-snippet-clipboard-copy-content=\"public class ZeroAllocAsyncAwaitInDotNetCore\n{\n    public ValueTask\u0026lt;int\u0026gt; DoAsync(int x, int y)\n    {\n        return Core(this, x, y);\n\n        static async UniTask\u0026lt;int\u0026gt; Core(ZeroAllocAsyncAwaitInDotNetCore self, int x, int y)\n        {\n            // do anything...\n            await Task.Delay(TimeSpan.FromSeconds(x + y));\n            await UniTask.Yield();\n\n            return 10;\n        }\n    }\n}\n\n// UniTask does not return to original SynchronizationContext but you can use helper `ReturnToCurrentSynchronizationContext`.\npublic ValueTask TestAsync()\n{\n    await using (UniTask.ReturnToCurrentSynchronizationContext())\n    {\n        await UniTask.SwitchToThreadPool();\n        // do anything..\n    }\n}\"\u003e\u003cpre\u003e\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eclass\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eZeroAllocAsyncAwaitInDotNetCore\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eValueTask\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eDoAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ey\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003ereturn\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eCore\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-k\"\u003ethis\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ey\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n        \u003cspan class=\"pl-k\"\u003e\u003cspan class=\"pl-k\"\u003estatic\u003c/span\u003e\u003c/span\u003e \u003cspan class=\"pl-k\"\u003easync\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026lt;\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e\u003cspan class=\"pl-c1\"\u003e\u0026gt;\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eCore\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-smi\"\u003eZeroAllocAsyncAwaitInDotNetCore\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eself\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e,\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eint\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ey\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n        \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n            \u003cspan class=\"pl-c\"\u003e// do anything...\u003c/span\u003e\n            \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eDelay\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eTimeSpan\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eFromSeconds\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003ex\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e+\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003ey\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n            \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eYield\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n\n            \u003cspan class=\"pl-k\"\u003ereturn\u003c/span\u003e \u003cspan class=\"pl-c1\"\u003e10\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\n\u003cspan class=\"pl-c\"\u003e// UniTask does not return to original SynchronizationContext but you can use helper `ReturnToCurrentSynchronizationContext`.\u003c/span\u003e\n\u003cspan class=\"pl-k\"\u003epublic\u003c/span\u003e \u003cspan class=\"pl-smi\"\u003eValueTask\u003c/span\u003e \u003cspan class=\"pl-en\"\u003eTestAsync\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n    \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-k\"\u003eusing\u003c/span\u003e \u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eReturnToCurrentSynchronizationContext\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e{\u003c/span\u003e\n        \u003cspan class=\"pl-k\"\u003eawait\u003c/span\u003e \u003cspan class=\"pl-s1\"\u003eUniTask\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e.\u003c/span\u003e\u003cspan class=\"pl-en\"\u003eSwitchToThreadPool\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e(\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e)\u003c/span\u003e\u003cspan class=\"pl-kos\"\u003e;\u003c/span\u003e\n        \u003cspan class=\"pl-c\"\u003e// do anything..\u003c/span\u003e\n    \u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\n\u003cspan class=\"pl-kos\"\u003e}\u003c/span\u003e\u003c/pre\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003e.NET Core version is intended to allow users to use UniTask as an interface when sharing code with Unity (such as \u003ca href=\"https://github.com/Cysharp/MagicOnion/\"\u003eCysharp/MagicOnion\u003c/a\u003e). .NET Core version of UniTask enables smooth code sharing.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eUtility methods such as WhenAll which are equivalent to UniTask are provided as \u003ca href=\"https://github.com/Cysharp/ValueTaskSupplement\"\u003eCysharp/ValueTaskSupplement\u003c/a\u003e.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eLicense\u003c/h2\u003e\u003ca id=\"user-content-license\" class=\"anchor\" aria-label=\"Permalink: License\" href=\"#license\"\u003e\u003csvg data-component=\"Octicon\" class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eThis library is under the MIT License.\u003c/p\u003e\n\u003c/article\u003e","richTextTruncated":false,"renderedFileInfo":null,"symbols":{"timed_out":false,"not_analyzed":false,"symbols":[{"name":"UniTask","fully_qualified_name":"UniTask","kind":"section_1","ident_start":0,"ident_end":7,"extent_start":0,"extent_end":12,"ident_utf16":{"start":{"line_number":0,"utf16_col":0},"end":{"line_number":0,"utf16_col":7}},"extent_utf16":{"start":{"line_number":0,"utf16_col":0},"end":{"line_number":2,"utf16_col":0}}},{"name":"Table of Contents","fully_qualified_name":"Table of Contents","kind":"section_2","ident_start":1745,"ident_end":1762,"extent_start":1742,"extent_end":53313,"ident_utf16":{"start":{"line_number":21,"utf16_col":3},"end":{"line_number":21,"utf16_col":20}},"extent_utf16":{"start":{"line_number":21,"utf16_col":0},"end":{"line_number":1171,"utf16_col":0}}},{"name":"Getting started","fully_qualified_name":"Getting started","kind":"section_2","ident_start":3036,"ident_end":3051,"extent_start":3036,"extent_end":3056,"ident_utf16":{"start":{"line_number":52,"utf16_col":0},"end":{"line_number":52,"utf16_col":15}},"extent_utf16":{"start":{"line_number":52,"utf16_col":0},"end":{"line_number":54,"utf16_col":0}}},{"name":"Basics of UniTask and AsyncOperation","fully_qualified_name":"Basics of UniTask and AsyncOperation","kind":"section_2","ident_start":6702,"ident_end":6738,"extent_start":6702,"extent_end":6743,"ident_utf16":{"start":{"line_number":142,"utf16_col":0},"end":{"line_number":142,"utf16_col":36}},"extent_utf16":{"start":{"line_number":142,"utf16_col":0},"end":{"line_number":144,"utf16_col":0}}},{"name":"Cancellation and Exception handling","fully_qualified_name":"Cancellation and Exception 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void vs async UniTaskVoid","fully_qualified_name":"async void vs async UniTaskVoid","kind":"section_2","ident_start":28005,"ident_end":28036,"extent_start":28005,"extent_end":28041,"ident_utf16":{"start":{"line_number":606,"utf16_col":0},"end":{"line_number":606,"utf16_col":31}},"extent_utf16":{"start":{"line_number":606,"utf16_col":0},"end":{"line_number":608,"utf16_col":0}}},{"name":"UniTaskTracker","fully_qualified_name":"UniTaskTracker","kind":"section_2","ident_start":29721,"ident_end":29735,"extent_start":29721,"extent_end":29740,"ident_utf16":{"start":{"line_number":665,"utf16_col":0},"end":{"line_number":665,"utf16_col":14}},"extent_utf16":{"start":{"line_number":665,"utf16_col":0},"end":{"line_number":667,"utf16_col":0}}},{"name":"External Assets","fully_qualified_name":"External 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References","kind":"section_2","ident_start":50024,"ident_end":50038,"extent_start":50024,"extent_end":50043,"ident_utf16":{"start":{"line_number":1102,"utf16_col":0},"end":{"line_number":1102,"utf16_col":14}},"extent_utf16":{"start":{"line_number":1102,"utf16_col":0},"end":{"line_number":1104,"utf16_col":0}}},{"name":"UPM Package","fully_qualified_name":"UPM Package","kind":"section_2","ident_start":50660,"ident_end":50671,"extent_start":50660,"extent_end":50676,"ident_utf16":{"start":{"line_number":1108,"utf16_col":0},"end":{"line_number":1108,"utf16_col":11}},"extent_utf16":{"start":{"line_number":1108,"utf16_col":0},"end":{"line_number":1110,"utf16_col":0}}},{"name":"Install via git URL","fully_qualified_name":"Install via git 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Core","kind":"section_2","ident_start":51518,"ident_end":51527,"extent_start":51518,"extent_end":51532,"ident_utf16":{"start":{"line_number":1123,"utf16_col":0},"end":{"line_number":1123,"utf16_col":9}},"extent_utf16":{"start":{"line_number":1123,"utf16_col":0},"end":{"line_number":1125,"utf16_col":0}}},{"name":"License","fully_qualified_name":"License","kind":"section_2","ident_start":53262,"ident_end":53269,"extent_start":53262,"extent_end":53274,"ident_utf16":{"start":{"line_number":1168,"utf16_col":0},"end":{"line_number":1168,"utf16_col":7}},"extent_utf16":{"start":{"line_number":1168,"utf16_col":0},"end":{"line_number":1170,"utf16_col":0}}}]}},"codeViewLayoutRoute":{"repo":{"id":187499284,"defaultBranch":"master","name":"UniTask","ownerLogin":"Cysharp","currentUserCanPush":false,"isFork":false,"isEmpty":false,"createdAt":"2019-05-19T16:09:55.000Z","ownerAvatar":"https://avatars.githubusercontent.com/u/44487420?v=4","public":true,"private":false,"isOrgOwned":true,"isArchived":false},"currentUser":null,"uploadToken":"84NDJsxaf69xULI95W39c33crfSJVp9x62ZZVSOQOY3KTOcEJlrSTSAhjA81jD0YnUpwNb5tAPlYt5gh61j5ng","allShortcutsEnabled":false,"treeExpanded":true,"path":"README.md","symbolsExpanded":false,"refInfo":{"name":"master","listCacheKey":"v0:1783481076.0","canEdit":false,"currentOid":"ceac8d6946b1125fe782cd171fbcb245b567dbf9"},"helpUrl":"https://docs.github.com","githubDevUrl":null},"codeViewFileTreeLayoutRoute":{"fileTree":{"":{"items":[{"name":".config","path":".config","contentType":"directory"},{"name":".github","path":".github","contentType":"directory"},{"name":"docs","path":"docs","contentType":"directory"},{"name":"src","path":"src","contentType":"directory"},{"name":".editorconfig","path":".editorconfig","contentType":"file"},{"name":".gitignore","path":".gitignore","contentType":"file"},{"name":"Directory.Build.props","path":"Directory.Build.props","contentType":"file"},{"name":"Icon.png","path":"Icon.png","contentType":"file"},{"name":"LICENSE","path":"LICENSE","contentType":"file"},{"name":"README.md","path":"README.md","contentType":"file"},{"name":"README_CN.md","path":"README_CN.md","contentType":"file"},{"name":"UniTask.NetCore.sln","path":"UniTask.NetCore.sln","contentType":"file"},{"name":"opensource.snk","path":"opensource.snk","contentType":"file"}],"totalCount":13}},"fileTreeProcessingTime":8.378210000000001,"foldersToFetch":[]},"codeViewBlobLayoutRoute":{"codeLineWrapEnabled":false,"refInfo":{"name":"master","listCacheKey":"v0:1783481076.0","canEdit":false,"refType":"branch","currentOid":"ceac8d6946b1125fe782cd171fbcb245b567dbf9","canEditOnDefaultBranch":false,"fileExistsOnDefault":true},"path":"README.md","blob":{"copilotSWEAgentEnabled":false,"dependabotInfo":{"showConfigurationBanner":false,"configFilePath":null,"networkDependabotPath":"/Cysharp/UniTask/network/updates","dismissConfigurationNoticePath":"/settings/dismiss-notice/dependabot_configuration_notice","configurationNoticeDismissed":null},"displayName":"README.md","displayUrl":"https://github.com/Cysharp/UniTask/blob/master/README.md?raw=true","headerInfo":{"blobSize":"52.1 KB","deleteTooltip":"You must be signed in to make or propose changes","editTooltip":"You must be signed in to make or propose changes","ghDesktopPath":"https://desktop.github.com","isGitLfs":false,"onBranch":true,"shortPath":"ea10efb","siteNavLoginPath":"/login?return_to=https%3A%2F%2Fgithub.com%2FCysharp%2FUniTask%2Fblob%2Fmaster%2FREADME.md","isCSV":false,"isRichtext":true,"lineInfo":{"truncatedLoc":"1171","truncatedSloc":"906"},"mode":"file"},"image":false,"isCodeownersFile":null,"isPlain":false,"isValidLegacyIssueTemplate":false,"isIssueTemplate":false,"isDiscussionTemplate":false,"language":"Markdown","languageID":222,"large":false,"planSupportInfo":{"repoIsFork":null,"repoOwnedByCurrentUser":null,"requestFullPath":"/Cysharp/UniTask/blob/master/README.md","showFreeOrgGatedFeatureMessage":null,"showPlanSupportBanner":null,"upgradeDataAttributes":null,"upgradePath":null},"publishBannersInfo":{"dismissActionNoticePath":"/settings/dismiss-notice/publish_action_from_dockerfile","releasePath":"/Cysharp/UniTask/releases/new?marketplace=true","showPublishActionBanner":false},"rawBlobUrl":"https://github.com/Cysharp/UniTask/raw/refs/heads/master/README.md","renderImageOrRaw":false,"shortPath":null,"symbolsEnabled":true,"tabSize":4,"topBannersInfo":{"overridingGlobalFundingFile":false,"globalPreferredFundingPath":null,"showInvalidCitationWarning":false,"citationHelpUrl":"https://docs.github.com/github/creating-cloning-and-archiving-repositories/creating-a-repository-on-github/about-citation-files","actionsOnboardingTip":null},"truncated":false,"viewable":true,"workflowRedirectUrl":null},"copilotInfo":null,"copilotAccessAllowed":false,"copilotSpacesEnabled":false,"modelsAccessAllowed":false,"modelsRepoIntegrationEnabled":false,"isMarketplaceEnabled":true},"codeViewBlobLayoutRoute.StyledBlob":{"rawLines":["UniTask","===","[![GitHub Actions](https://github.com/Cysharp/UniTask/workflows/Build-Debug/badge.svg)](https://github.com/Cysharp/UniTask/actions) [![Releases](https://img.shields.io/github/release/Cysharp/UniTask.svg)](https://github.com/Cysharp/UniTask/releases) [![Readme_CN](https://img.shields.io/badge/UniTask-%E4%B8%AD%E6%96%87%E6%96%87%E6%A1%A3-red)](https://github.com/Cysharp/UniTask/blob/master/README_CN.md)","","Provides an efficient allocation free async/await integration for Unity.","","* Struct based `UniTask\u003cT\u003e` and custom AsyncMethodBuilder to achieve zero allocation","* Makes all Unity AsyncOperations and Coroutines awaitable","* PlayerLoop based task(`UniTask.Yield`, `UniTask.Delay`, `UniTask.DelayFrame`, etc..) that enable replacing all coroutine operations","* MonoBehaviour Message Events and uGUI Events as awaitable/async-enumerable","* Runs completely on Unity's PlayerLoop so doesn't use threads and runs on WebGL, wasm, etc.","* Asynchronous LINQ, with Channel and AsyncReactiveProperty","* TaskTracker window to prevent memory leaks","* Highly compatible behaviour with Task/ValueTask/IValueTaskSource","","For technical details, see blog post: [UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ","](https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd)  ","For advanced tips, see blog post: [Extends UnityWebRequest via async decorator pattern — Advanced Techniques of UniTask](https://medium.com/@neuecc/extends-unitywebrequest-via-async-decorator-pattern-advanced-techniques-of-unitask-ceff9c5ee846)","","\u003c!-- START doctoc generated TOC please keep comment here to allow auto update --\u003e","\u003c!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE --\u003e","## Table of Contents","","- [Getting started](#getting-started)","- [Basics of UniTask and AsyncOperation](#basics-of-unitask-and-asyncoperation)","- [Cancellation and Exception handling](#cancellation-and-exception-handling)","- [Timeout handling](#timeout-handling)","- [Progress](#progress)","- [PlayerLoop](#playerloop)","- [async void vs async UniTaskVoid](#async-void-vs-async-unitaskvoid)","- [UniTaskTracker](#unitasktracker)","- [External Assets](#external-assets)","- [AsyncEnumerable and Async LINQ](#asyncenumerable-and-async-linq)","- [Awaitable Events](#awaitable-events)","- [Channel](#channel)","- [vs Awaitable](#vs-awaitable)","- [For Unit Testing](#for-unit-testing)","- [ThreadPool limitation](#threadpool-limitation)","- [IEnumerator.ToUniTask limitation](#ienumeratortounitask-limitation)","- [For UnityEditor](#for-unityeditor)","- [Compare with Standard Task API](#compare-with-standard-task-api)","- [Pooling Configuration](#pooling-configuration)","- [Allocation on Profiler](#allocation-on-profiler)","- [UniTaskSynchronizationContext](#unitasksynchronizationcontext)","- [API References](#api-references)","- [UPM Package](#upm-package)","  - [Install via git URL](#install-via-git-url)","- [.NET Core](#net-core)","- [License](#license)","","\u003c!-- END doctoc generated TOC please keep comment here to allow auto update --\u003e","","Getting started","---","Install via [UPM package](#upm-package) with git reference or asset package(`UniTask.*.*.*.unitypackage`) available in [UniTask/releases](https://github.com/Cysharp/UniTask/releases).","","```csharp","// extension awaiter/methods can be used by this namespace","using Cysharp.Threading.Tasks;","","// You can return type as struct UniTask\u003cT\u003e(or UniTask), it is unity specialized lightweight alternative of Task\u003cT\u003e","// zero allocation and fast excution for zero overhead async/await integrate with Unity","async UniTask\u003cstring\u003e DemoAsync()","{","    // You can await Unity's AsyncObject","    var asset = await Resources.LoadAsync\u003cTextAsset\u003e(\"foo\");","    var txt = (await UnityWebRequest.Get(\"https://...\").SendWebRequest()).downloadHandler.text;","    await SceneManager.LoadSceneAsync(\"scene2\");","","    // .WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject","    // after Unity 2022.2, you can use `destroyCancellationToken` in MonoBehaviour","    var asset2 = await Resources.LoadAsync\u003cTextAsset\u003e(\"bar\").WithCancellation(this.GetCancellationTokenOnDestroy());","","    // .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress\u003cT\u003e","    var asset3 = await Resources.LoadAsync\u003cTextAsset\u003e(\"baz\").ToUniTask(Progress.Create\u003cfloat\u003e(x =\u003e Debug.Log(x)));","","    // await frame-based operation like a 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","#if UNITY_2023_1_OR_NEWER","    await UniTask.WaitForEndOfFrame();","#else","    // requires MonoBehaviour(CoroutineRunner))","    await UniTask.WaitForEndOfFrame(this); // this is MonoBehaviour","#endif","","    // replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate))","    await UniTask.WaitForFixedUpdate();","    ","    // replacement of yield return WaitUntil","    await UniTask.WaitUntil(() =\u003e isActive == false);","","    // special helper of WaitUntil","    await UniTask.WaitUntilValueChanged(this, x =\u003e x.isActive);","","    // You can await IEnumerator coroutines","    await FooCoroutineEnumerator();","","    // You can await a standard task","    await Task.Run(() =\u003e 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\u003cstring\u003e 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 results 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);","","    // 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\");","}","```","","Basics of UniTask and AsyncOperation","---","UniTask features rely on C# 7.0([task-like custom async method builder feature](https://github.com/dotnet/roslyn/blob/master/docs/features/task-types.md)) so the required Unity version is after `Unity 2018.3`, the official lowest version supported is `Unity 2018.4.13f1`.","","Why is UniTask(custom task-like object) required? Because Task is too heavy and not matched to Unity threading (single-thread). UniTask does not use threads and SynchronizationContext/ExecutionContext because Unity's asynchronous object is automaticaly dispatched by Unity's engine layer. It achieves faster and lower allocation, and is 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.","","```csharp","* await asyncOperation;","* .WithCancellation(CancellationToken);","* .ToUniTask(IProgress, PlayerLoopTiming, CancellationToken);","```","","`WithCancellation` is a simple version of `ToUniTask`, both return `UniTask`. For details of cancellation, see: [Cancellation and Exception handling](#cancellation-and-exception-handling) section.","","\u003e Note: await directly is returned from native timing of PlayerLoop but WithCancellation and ToUniTask are returned from specified PlayerLoopTiming. For details of timing, see: [PlayerLoop](#playerloop) section.","","\u003e Note: AssetBundleRequest has `asset` and `allAssets`, default await returns `asset`. If you want to get `allAssets`, you can use `AwaitForAllAssets()` method.","","The type of `UniTask` can use utilities like `UniTask.WhenAll`, `UniTask.WhenAny`, `UniTask.WhenEach`. They are like `Task.WhenAll`/`Task.WhenAny` but the return type is more useful. They return value tuples so you can deconstruct each result and pass multiple types.","","```csharp","public async UniTaskVoid LoadManyAsync()","{","    // parallel load.","    var (a, b, c) = await UniTask.WhenAll(","        LoadAsSprite(\"foo\"),","        LoadAsSprite(\"bar\"),","        LoadAsSprite(\"baz\"));","}","","async UniTask\u003cSprite\u003e LoadAsSprite(string path)","{","    var resource = await Resources.LoadAsync\u003cSprite\u003e(path);","    return (resource as Sprite);","}","```","","If you want to convert a callback to UniTask, you can use `UniTaskCompletionSource\u003cT\u003e` which is a lightweight edition of `TaskCompletionSource\u003cT\u003e`. ","","```csharp","public UniTask\u003cint\u003e WrapByUniTaskCompletionSource()","{","    var utcs = new UniTaskCompletionSource\u003cint\u003e();","","    // when complete, call utcs.TrySetResult();","    // when failed, call utcs.TrySetException();","    // when cancel, call utcs.TrySetCanceled();","","    return utcs.Task; //return UniTask\u003cint\u003e","}","```","","You can convert Task -\u003e UniTask: `AsUniTask`, `UniTask` -\u003e `UniTask\u003cAsyncUnit\u003e`: `AsAsyncUnitUniTask`, `UniTask\u003cT\u003e` -\u003e `UniTask`: `AsUniTask`. `UniTask\u003cT\u003e` -\u003e `UniTask`'s conversion cost is free.","","If you want to convert async to coroutine, you can use `.ToCoroutine()`, this is useful if you want to only allow using the coroutine system.","","UniTask can not await twice. This is a similar constraint to the [ValueTask/IValueTaskSource](https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.valuetask-1?view=netcore-3.1) introduced in .NET Standard 2.1.","","\u003e The following operations should never be performed on a ValueTask\u003cTResult\u003e instance:","\u003e","\u003e * Awaiting the instance multiple times.","\u003e * Calling AsTask multiple times.","\u003e * Using .Result or .GetAwaiter().GetResult() when the operation hasn't yet completed, or using them multiple times.","\u003e * Using more than one of these techniques to consume the instance.","\u003e","\u003e If you do any of the above, the results are undefined.","","```csharp","var task = UniTask.DelayFrame(10);","await task;","await task; // NG, throws Exception","```","","Store to the class field, you can use `UniTask.Lazy` that supports calling multiple times. `.Preserve()` allows for multiple calls (internally cached results). This is useful when there are multiple calls in a function scope.","","Also `UniTaskCompletionSource` can await multiple times and await from many callers.","","Cancellation and Exception handling","---","Some UniTask factory methods have a `CancellationToken cancellationToken = default` parameter. Also some async operations for Unity have `WithCancellation(CancellationToken)` and `ToUniTask(..., CancellationToken cancellation = default)` extension methods. ","","You can pass `CancellationToken` to parameter by standard [`CancellationTokenSource`](https://docs.microsoft.com/en-us/dotnet/api/system.threading.cancellationtokensource).","","```csharp","var cts = new CancellationTokenSource();","","cancelButton.onClick.AddListener(() =\u003e","{","    cts.Cancel();","});","","await UnityWebRequest.Get(\"http://google.co.jp\").SendWebRequest().WithCancellation(cts.Token);","","await UniTask.DelayFrame(1000, cancellationToken: cts.Token);","```","","CancellationToken can be created by `CancellationTokenSource` or MonoBehaviour's extension method `GetCancellationTokenOnDestroy`.","","```csharp","// this CancellationToken lifecycle is same as GameObject.","await UniTask.DelayFrame(1000, cancellationToken: this.GetCancellationTokenOnDestroy());","```","","For propagate Cancellation, all async method recommend to accept `CancellationToken cancellationToken` at last argument, and pass `CancellationToken` from root to end.","","```csharp","await FooAsync(this.GetCancellationTokenOnDestroy());","","// ---","","async UniTask FooAsync(CancellationToken cancellationToken)","{","    await BarAsync(cancellationToken);","}","","async UniTask BarAsync(CancellationToken cancellationToken)","{","    await UniTask.Delay(TimeSpan.FromSeconds(3), cancellationToken);","}","```","","`CancellationToken` means lifecycle of async. You can hold your own lifecycle insteadof default CancellationTokenOnDestroy.","","```csharp","public class MyBehaviour : MonoBehaviour","{","    CancellationTokenSource disableCancellation = new CancellationTokenSource();","    CancellationTokenSource destroyCancellation = new CancellationTokenSource();","","    private void OnEnable()","    {","        if (disableCancellation != null)","        {","            disableCancellation.Dispose();","        }","        disableCancellation = new CancellationTokenSource();","    }","","    private void OnDisable()","    {","        disableCancellation.Cancel();","    }","","    private void OnDestroy()","    {","        destroyCancellation.Cancel();","        destroyCancellation.Dispose();","    }","}","```","","After Unity 2022.2, Unity adds CancellationToken in [MonoBehaviour.destroyCancellationToken](https://docs.unity3d.com/ScriptReference/MonoBehaviour-destroyCancellationToken.html) and [Application.exitCancellationToken](https://docs.unity3d.com/ScriptReference/Application-exitCancellationToken.html).","","When cancellation is detected, all methods throw `OperationCanceledException` and propagate upstream. When exception(not limited to `OperationCanceledException`) is not handled in async method, it is propagated finally to `UniTaskScheduler.UnobservedTaskException`. The default behaviour of received unhandled exception is to write log as exception. Log level can be changed using `UniTaskScheduler.UnobservedExceptionWriteLogType`. If you want to use custom behaviour, set an action to `UniTaskScheduler.UnobservedTaskException.`","","And also `OperationCanceledException` is a special exception, this is silently ignored at `UnobservedTaskException`.","","If you want to cancel behaviour in an async UniTask method, throw `OperationCanceledException` manually.","","```csharp","public async UniTask\u003cint\u003e FooAsync()","{","    await UniTask.Yield();","    throw new OperationCanceledException();","}","```","","If you handle an exception but want to ignore(propagate to global cancellation handling), use an exception filter.","","```csharp","public async UniTask\u003cint\u003e BarAsync()","{","    try","    {","        var x = await FooAsync();","        return x * 2;","    }","    catch (Exception ex) when (!(ex is OperationCanceledException)) // when (ex is not OperationCanceledException) at C# 9.0","    {","        return -1;","    }","}","```","","throws/catch `OperationCanceledException` is slightly heavy, so if performance is a concern, use `UniTask.SuppressCancellationThrow` to avoid OperationCanceledException throw. It returns `(bool IsCanceled, T Result)` instead of throwing.","","```csharp","var (isCanceled, _) = await UniTask.DelayFrame(10, cancellationToken: cts.Token).SuppressCancellationThrow();","if (isCanceled)","{","    // ...","}","```","","Note: Only suppress throws if you call directly into the most source method. Otherwise, the return value will be converted, but the entire pipeline will not suppress throws.","","Some features that use Unity's player loop, such as `UniTask.Yield` and `UniTask.Delay` etc, determines CancellationToken state on the player loop. ","This means it does not cancel immediately upon `CancellationToken` fired. ","","If you want to change this behaviour, the cancellation to be immediate, set the `cancelImmediately` flag as an argument.","","```csharp","await UniTask.Yield(cancellationToken, cancelImmediately: true);","```","","Note: Setting `cancelImmediately` to true and detecting an immediate cancellation is more costly than the default behavior.","This is because it uses `CancellationToken.Register`; it is heavier than checking CancellationToken on the player loop.","","Timeout handling","---","Timeout is a variation of cancellation. You can set timeout by `CancellationTokenSouce.CancelAfterSlim(TimeSpan)` and pass CancellationToken to async methods.","","```csharp","var cts = new CancellationTokenSource();","cts.CancelAfterSlim(TimeSpan.FromSeconds(5)); // 5sec timeout.","","try","{","    await UnityWebRequest.Get(\"http://foo\").SendWebRequest().WithCancellation(cts.Token);","}","catch (OperationCanceledException ex)","{","    if (ex.CancellationToken == cts.Token)","    {","        UnityEngine.Debug.Log(\"Timeout\");","    }","}","```","","\u003e `CancellationTokenSouce.CancelAfter` is a standard api. However in Unity you should not use it because it depends threading timer. `CancelAfterSlim` is UniTask's extension methods, it uses PlayerLoop instead.","","If you want to use timeout with other source of cancellation, use `CancellationTokenSource.CreateLinkedTokenSource`.","","```csharp","var cancelToken = new CancellationTokenSource();","cancelButton.onClick.AddListener(() =\u003e","{","    cancelToken.Cancel(); // cancel from button click.","});","","var timeoutToken = new CancellationTokenSource();","timeoutToken.CancelAfterSlim(TimeSpan.FromSeconds(5)); // 5sec timeout.","","try","{","    // combine token","    var linkedTokenSource = CancellationTokenSource.CreateLinkedTokenSource(cancelToken.Token, timeoutToken.Token);","","    await UnityWebRequest.Get(\"http://foo\").SendWebRequest().WithCancellation(linkedTokenSource.Token);","}","catch (OperationCanceledException ex)","{","    if (timeoutToken.IsCancellationRequested)","    {","        UnityEngine.Debug.Log(\"Timeout.\");","    }","    else if (cancelToken.IsCancellationRequested)","    {","        UnityEngine.Debug.Log(\"Cancel clicked.\");","    }","}","```","","Optimize for reduce allocation of CancellationTokenSource for timeout per call async method, you can use UniTask's `TimeoutController`.","","```csharp","TimeoutController timeoutController = new TimeoutController(); // setup to field for reuse.","","async UniTask FooAsync()","{","    try","    {","        // you can pass timeoutController.Timeout(TimeSpan) to cancellationToken.","        await UnityWebRequest.Get(\"http://foo\").SendWebRequest()","            .WithCancellation(timeoutController.Timeout(TimeSpan.FromSeconds(5)));","        timeoutController.Reset(); // call Reset(Stop timeout timer and ready for reuse) when succeed.","    }","    catch (OperationCanceledException ex)","    {","        if (timeoutController.IsTimeout())","        {","            UnityEngine.Debug.Log(\"timeout\");","        }","    }","}","```","","If you want to use timeout with other source of cancellation, use `new TimeoutController(CancellationToken)`.","","```csharp","TimeoutController timeoutController;","CancellationTokenSource clickCancelSource;","","void Start()","{","    this.clickCancelSource = new CancellationTokenSource();","    this.timeoutController = new TimeoutController(clickCancelSource);","}","```","","Note: UniTask has `.Timeout`, `.TimeoutWithoutException` methods however, if possible, do not use these, please pass `CancellationToken`. Because `.Timeout` work from external of task, can not stop timeoutted task. `.Timeout` means ignore result when timeout. If you pass a `CancellationToken` to the method, it will act from inside of the task, so it is possible to stop a running task.","","Progress","---","Some async operations for unity have `ToUniTask(IProgress\u003cfloat\u003e progress = null, ...)` extension methods. ","","```csharp","var progress = Progress.Create\u003cfloat\u003e(x =\u003e Debug.Log(x));","","var request = await UnityWebRequest.Get(\"http://google.co.jp\")","    .SendWebRequest()","    .ToUniTask(progress: progress);","```","","You should not use standard `new System.Progress\u003cT\u003e`, because it causes allocation every time. Use `Cysharp.Threading.Tasks.Progress` instead. This progress factory has two methods, `Create` and `CreateOnlyValueChanged`. `CreateOnlyValueChanged` calls only when the progress value has changed.","","Implementing IProgress interface to caller is better as there is no lambda allocation.","","```csharp","public class Foo : MonoBehaviour, IProgress\u003cfloat\u003e","{","    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","    }","}","```","","PlayerLoop","---","UniTask is run on a custom [PlayerLoop](https://docs.unity3d.com/ScriptReference/LowLevel.PlayerLoop.html). UniTask's playerloop based methods (such as `Delay`, `DelayFrame`, `asyncOperation.ToUniTask`, etc...) accept this `PlayerLoopTiming`.","","```csharp","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","    ","#if UNITY_2020_2_OR_NEWER","    TimeUpdate = 14,","    LastTimeUpdate = 15,","#endif","}","```","","It indicates when to run, you can check [PlayerLoopList.md](https://gist.github.com/neuecc/bc3a1cfd4d74501ad057e49efcd7bdae) to Unity's default playerloop and injected UniTask's custom loop.","","`PlayerLoopTiming.Update` is similar to `yield return null` in a 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 to `WaitForFixedUpdate`.","","\u003e `PlayerLoopTiming.LastPostLateUpdate` is not equivalent to coroutine's `yield return new WaitForEndOfFrame()`. Coroutine's WaitForEndOfFrame seems to run after the PlayerLoop is done. Some methods that require coroutine's end of frame(`Texture2D.ReadPixels`, `ScreenCapture.CaptureScreenshotAsTexture`, `CommandBuffer`, etc) do not work correctly when replaced with async/await. In these cases, pass MonoBehaviour(coroutine runnner) to `UniTask.WaitForEndOfFrame`. For example, `await UniTask.WaitForEndOfFrame(this);` is lightweight allocation free alternative of `yield return new WaitForEndOfFrame()`.","\u003e ","\u003e Note: In Unity 2023.1 or newer, `await UniTask.WaitForEndOfFrame();` no longer requires MonoBehaviour. It uses `UnityEngine.Awaitable.EndOfFrameAsync`.","","`yield return null` and `UniTask.Yield` are similar but different. `yield return null` always returns next frame but `UniTask.Yield` returns next called. That is, call `UniTask.Yield(PlayerLoopTiming.Update)` on `PreUpdate`, it returns same frame. `UniTask.NextFrame()` guarantees return next frame, you can expect this to behave exactly the same as `yield return null`.","","\u003e UniTask.Yield(without CancellationToken) is a special type, returns `YieldAwaitable` and runs on YieldRunner. It is the most lightweight and fastest.","","`AsyncOperation` is returned from native timing. For example, await `SceneManager.LoadSceneAsync` is returned from `EarlyUpdate.UpdatePreloading` and after being called, the loaded scene's `Start` is called from `EarlyUpdate.ScriptRunDelayedStartupFrame`. Also `await UnityWebRequest` is returned from `EarlyUpdate.ExecuteMainThreadJobs`.","","In UniTask, await directly uses native timing, while `WithCancellation` and `ToUniTask` use specified timing. This is usually not a particular problem, but with `LoadSceneAsync`, it causes a different order of Start and continuation after await. So it is recommended not to use `LoadSceneAsync.ToUniTask`.","","\u003e Note: When using Unity 2023.1 or newer, ensure you have `using UnityEngine;` in the using statements of your file when working with new `UnityEngine.Awaitable` methods like `SceneManager.LoadSceneAsync`. ","\u003e This prevents compilation errors by avoiding the use of the `UnityEngine.AsyncOperation` version.","","In the stacktrace, you can check where it is running in playerloop.","","![image](https://user-images.githubusercontent.com/46207/83735571-83caea80-a68b-11ea-8d22-5e22864f0d24.png)","","By default, UniTask's PlayerLoop is initialized at `[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]`.","","The order in which methods are called in BeforeSceneLoad is nondeterministic, so if you want to use UniTask in other BeforeSceneLoad methods, you should try to initialize it before this.","","```csharp","// 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 resets the custom player loop to default at `BeforeSceneLoad` and injects ECS's loop. When Unity calls ECS's inject method after UniTask's initialize method, UniTask will no longer work.","","To solve this issue, you can re-initialize the UniTask PlayerLoop after ECS is initialized.","","```csharp","// Get ECS Loop.","var playerLoop = ScriptBehaviourUpdateOrder.CurrentPlayerLoop;","","// Setup UniTask's PlayerLoop.","PlayerLoopHelper.Initialize(ref playerLoop);","```","","You can diagnose whether UniTask's player loop is ready by calling `PlayerLoopHelper.IsInjectedUniTaskPlayerLoop()`. And also `PlayerLoopHelper.DumpCurrentPlayerLoop` logs all current playerloops to console.","","```csharp","void Start()","{","    UnityEngine.Debug.Log(\"UniTaskPlayerLoop ready? \" + PlayerLoopHelper.IsInjectedUniTaskPlayerLoop());","    PlayerLoopHelper.DumpCurrentPlayerLoop();","}","```","","You can optimize loop cost slightly by remove unuse PlayerLoopTiming injection. You can call `PlayerLoopHelper.Initialize(InjectPlayerLoopTimings)` on initialize.","","```csharp","var loop = PlayerLoop.GetCurrentPlayerLoop();","PlayerLoopHelper.Initialize(ref loop, InjectPlayerLoopTimings.Minimum); // minimum is Update | FixedUpdate | LastPostLateUpdate","```","","`InjectPlayerLoopTimings` has three preset, `All` and `Standard`(All without last except LastPostLateUpdate), `Minimum`(`Update | FixedUpdate | LastPostLateUpdate`). Default is All and you can combine custom inject timings like `InjectPlayerLoopTimings.Update | InjectPlayerLoopTimings.FixedUpdate | InjectPlayerLoopTimings.PreLateUpdate`.","","You can make error to use uninjected `PlayerLoopTiming` by [Microsoft.CodeAnalysis.BannedApiAnalyzers](https://github.com/dotnet/roslyn-analyzers/blob/master/src/Microsoft.CodeAnalysis.BannedApiAnalyzers/BannedApiAnalyzers.Help.md). For example, you can setup `BannedSymbols.txt` like this for `InjectPlayerLoopTimings.Minimum`.","","```txt","F:Cysharp.Threading.Tasks.PlayerLoopTiming.Initialization; Isn't injected this PlayerLoop in this project.","F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastInitialization; Isn't injected this PlayerLoop in this project.","F:Cysharp.Threading.Tasks.PlayerLoopTiming.EarlyUpdate; Isn't injected this PlayerLoop in this project.","F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastEarlyUpdate; Isn't injected this PlayerLoop in this project.d","F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastFixedUpdate; Isn't injected this PlayerLoop in this project.","F:Cysharp.Threading.Tasks.PlayerLoopTiming.PreUpdate; Isn't injected this PlayerLoop in this project.","F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastPreUpdate; Isn't injected this PlayerLoop in this project.","F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastUpdate; Isn't injected this PlayerLoop in this project.","F:Cysharp.Threading.Tasks.PlayerLoopTiming.PreLateUpdate; Isn't injected this PlayerLoop in this project.","F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastPreLateUpdate; Isn't injected this PlayerLoop in this project.","F:Cysharp.Threading.Tasks.PlayerLoopTiming.PostLateUpdate; Isn't injected this PlayerLoop in this project.","F:Cysharp.Threading.Tasks.PlayerLoopTiming.TimeUpdate; Isn't injected this PlayerLoop in this project.","F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastTimeUpdate; Isn't injected this PlayerLoop in this project.","```","","You can configure `RS0030` severity to error.","","![image](https://user-images.githubusercontent.com/46207/109150837-bb933880-77ac-11eb-85ba-4fd15819dbd0.png)","","async void vs async UniTaskVoid","---","`async void` is a standard C# task system so it does not run on UniTask systems. It is better not to use it. `async UniTaskVoid` is a lightweight version of `async UniTask` because it does not have awaitable completion and reports errors immediately to `UniTaskScheduler.UnobservedTaskException`. If you don't require awaiting (fire and forget), using `UniTaskVoid` is better. Unfortunately to dismiss warning, you're required to call `Forget()`.","","```csharp","public async UniTaskVoid FireAndForgetMethod()","{","    // do anything...","    await UniTask.Yield();","}","","public void Caller()","{","    FireAndForgetMethod().Forget();","}","```","","Also UniTask has the `Forget` method, it is similar to `UniTaskVoid` and has the same effects. However `UniTaskVoid` is more efficient if you completely don't use `await`。","","```csharp","public async UniTask DoAsync()","{","    // do anything...","    await UniTask.Yield();","}","","public void Caller()","{","    DoAsync().Forget();","}","```","","To use an async lambda registered to an event, don't use `async void`. Instead you can use `UniTask.Action` or `UniTask.UnityAction`, both of which create a delegate via `async UniTaskVoid` lambda.","","```csharp","Action actEvent;","UnityAction unityEvent; // especially used in uGUI","","// Bad: async void","actEvent += async () =\u003e { };","unityEvent += async () =\u003e { };","","// Ok: create Action delegate by lambda","actEvent += UniTask.Action(async () =\u003e { await UniTask.Yield(); });","unityEvent += UniTask.UnityAction(async () =\u003e { await UniTask.Yield(); });","```","","`UniTaskVoid` can also be used in MonoBehaviour's `Start` method.","","```csharp","class Sample : MonoBehaviour","{","    async UniTaskVoid Start()","    {","        // async init code.","    }","}","```","","UniTaskTracker","---","useful for checking (leaked) UniTasks. You can open tracker window in `Window -\u003e UniTask Tracker`.","","![image](https://user-images.githubusercontent.com/46207/83527073-4434bf00-a522-11ea-86e9-3b3975b26266.png)","","* 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.","","UniTaskTracker is intended for debugging use only as enabling tracking and capturing stacktraces is useful but has a heavy performance impact. Recommended usage is to enable both tracking and stacktraces to find task leaks and to disable them both when done.","","External Assets","---","By default, UniTask supports TextMeshPro(`BindTo(TMP_Text)` and `TMP_InputField` event extensions like standard uGUI `InputField`), DOTween(`Tween` as awaitable) and Addressables(`AsyncOperationHandle` and `AsyncOperationHandle\u003cT\u003e` as awaitable).","","There are defined in separated asmdefs like `UniTask.TextMeshPro`, `UniTask.DOTween`, `UniTask.Addressables`.","","TextMeshPro and Addressables support are automatically enabled when importing their packages from package manager. ","However for DOTween support, after importing from the [DOTWeen assets](https://assetstore.unity.com/packages/tools/animation/dotween-hotween-v2-27676r) and define the scripting define symbol `UNITASK_DOTWEEN_SUPPORT` to enable it.","","```csharp","// 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 on both Complete(true/false) and Kill(true/false). But if you want to reuse tweens (`SetAutoKill(false)`), it does not work as expected. If you want to await for another timing, the following extension methods exist in Tween, `AwaitForComplete`, `AwaitForPause`, `AwaitForPlay`, `AwaitForRewind`, `AwaitForStepComplete`.","","AsyncEnumerable and Async LINQ","---","Unity 2020.2 supports C# 8.0 so you can use `await foreach`. This is the new Update notation in the async era.","","```csharp","// Unity 2020.2, C# 8.0","await foreach (var _ in UniTaskAsyncEnumerable.EveryUpdate().WithCancellation(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.","","```csharp","// C# 7.3(Unity 2018.3~)","await UniTaskAsyncEnumerable.EveryUpdate().ForEachAsync(_ =\u003e","{","    Debug.Log(\"Update() \" + Time.frameCount);","}, token);","```","","`UniTask.WhenEach` that is similar to .NET 9's `Task.WhenEach` can consume new way for await multiple tasks.","","```csharp","await foreach (var result in UniTask.WhenEach(task1, task2, task3))","{","    // The result is of type WhenEachResult\u003cT\u003e.","    // It contains either `T Result` or `Exception Exception`.","    // You can check `IsCompletedSuccessfully` or `IsFaulted` to determine whether to access `.Result` or `.Exception`.","    // If you want to throw an exception when `IsFaulted` and retrieve the result when successful, use `GetResult()`.","    Debug.Log(result.GetResult());","}","```","","UniTaskAsyncEnumerable implements asynchronous LINQ, similar to LINQ in `IEnumerable\u003cT\u003e` or Rx in `IObservable\u003cT\u003e`. 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.","","```csharp","await okButton.OnClickAsAsyncEnumerable().Where((x, i) =\u003e i % 2 == 0).ForEachAsync(_ =\u003e","{","});","```","","Fire and Forget style(for example, event handling), you can also use `Subscribe`.","","```csharp","okButton.OnClickAsAsyncEnumerable().Where((x, i) =\u003e i % 2 == 0).Subscribe(_ =\u003e","{","});","```","","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 `Enumerable`. 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`,`Merge` `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`.","","```csharp","Select(Func\u003cT, TR\u003e selector)","SelectAwait(Func\u003cT, UniTask\u003cTR\u003e\u003e selector)","SelectAwaitWithCancellation(Func\u003cT, CancellationToken, UniTask\u003cTR\u003e\u003e selector)","```","","If you want to use the `async` method inside the func, use the `***Await` or `***AwaitWithCancellation`.","","How to create an async iterator: C# 8.0 supports async iterator(`async yield return`) but it only allows `IAsyncEnumerable\u003cT\u003e` and of course requires C# 8.0. UniTask supports `UniTaskAsyncEnumerable.Create` method to create custom async iterator.","","```csharp","// IAsyncEnumerable, C# 8.0 version of async iterator. ( do not use this style, IAsyncEnumerable is not controled in UniTask).","public async IAsyncEnumerable\u003cint\u003e 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\u003cint\u003e MyEveryUpdate()","{","    // writer(IAsyncWriter\u003cT\u003e) has `YieldAsync(value)` method.","    return UniTaskAsyncEnumerable.Create\u003cint\u003e(async (writer, token) =\u003e","    {","        var frameCount = 0;","        await UniTask.Yield();","        while (!token.IsCancellationRequested)","        {","            await writer.YieldAsync(frameCount++); // instead of `yield return`","            await UniTask.Yield();","        }","    });","}","```","","Awaitable Events","---","All uGUI component implements `***AsAsyncEnumerable` to convert asynchronous streams of events.","","```csharp","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(_ =\u003e","    {","        Debug.Log(\"Every clicked\");","    });","    Debug.Log(\"Three times clicked, complete.\");","}","```","","All MonoBehaviour message events can convert async-streams by `AsyncTriggers` that can be enabled by `using Cysharp.Threading.Tasks.Triggers;`. AsyncTrigger can be created using `GetAsync***Trigger` and triggers itself as UniTaskAsyncEnumerable.","","```csharp","var trigger = this.GetOnCollisionEnterAsyncHandler();","await trigger.OnCollisionEnterAsync();","await trigger.OnCollisionEnterAsync();","await trigger.OnCollisionEnterAsync();","","// every moves.","await this.GetAsyncMoveTrigger().ForEachAsync(axisEventData =\u003e","{","});","```","","`AsyncReactiveProperty`, `AsyncReadOnlyReactiveProperty` is UniTask's version of ReactiveProperty. `BindTo` extension method of `IUniTaskAsyncEnumerable\u003cT\u003e` for binding asynchronous stream values to Unity components(Text/Selectable/TMP/Text).","","```csharp","var rp = new AsyncReactiveProperty\u003cint\u003e(99);","","// AsyncReactiveProperty itself is IUniTaskAsyncEnumerable, you can query by LINQ","rp.ForEachAsync(x =\u003e","{","    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 ToReadOnlyAsyncReactiveProperty","var rp2 = new AsyncReactiveProperty\u003cint\u003e(99);","var rorp = rp.CombineLatest(rp2, (x, y) =\u003e (x, y)).ToReadOnlyAsyncReactiveProperty(CancellationToken.None);","```","","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.","","```csharp","// can not get click event during 3 seconds complete.","await button.OnClickAsAsyncEnumerable().ForEachAwaitAsync(async x =\u003e","{","    await UniTask.Delay(TimeSpan.FromSeconds(3));","});","```","","It is useful (prevent double-click) but not useful sometimes.","","Using the `Queue()` method will also queue events during asynchronous processing.","","```csharp","// queued message in asynchronous processing","await button.OnClickAsAsyncEnumerable().Queue().ForEachAwaitAsync(async x =\u003e","{","    await UniTask.Delay(TimeSpan.FromSeconds(3));","});","```","","Or use `Subscribe`, fire and forget style.","","```csharp","button.OnClickAsAsyncEnumerable().Subscribe(async x =\u003e","{","    await UniTask.Delay(TimeSpan.FromSeconds(3));","});","```","","Channel","---","`Channel` is the same as [System.Threading.Tasks.Channels](https://docs.microsoft.com/en-us/dotnet/api/system.threading.channels?view=netcore-3.1) which is similar to a GoLang Channel.","","Currently it only supports multiple-producer, single-consumer unbounded channels. It can create by `Channel.CreateSingleConsumerUnbounded\u003cT\u003e()`.","","For producer(`.Writer`), use `TryWrite` to push value and `TryComplete` to complete channel. For consumer(`.Reader`), use `TryRead`, `WaitToReadAsync`, `ReadAsync`, `Completion` and `ReadAllAsync` to read queued messages.","","`ReadAllAsync` returns `IUniTaskAsyncEnumerable\u003cT\u003e` so query LINQ operators. Reader only allows single-consumer but uses `.Publish()` query operator to enable multicast message. For example, make pub/sub utility.","","```csharp","public class AsyncMessageBroker\u003cT\u003e : IDisposable","{","    Channel\u003cT\u003e channel;","","    IConnectableUniTaskAsyncEnumerable\u003cT\u003e multicastSource;","    IDisposable connection;","","    public AsyncMessageBroker()","    {","        channel = Channel.CreateSingleConsumerUnbounded\u003cT\u003e();","        multicastSource = channel.Reader.ReadAllAsync().Publish();","        connection = multicastSource.Connect(); // Publish returns IConnectableUniTaskAsyncEnumerable.","    }","","    public void Publish(T value)","    {","        channel.Writer.TryWrite(value);","    }","","    public IUniTaskAsyncEnumerable\u003cT\u003e Subscribe()","    {","        return multicastSource;","    }","","    public void Dispose()","    {","        channel.Writer.TryComplete();","        connection.Dispose();","    }","}","```","","vs Awaitable","---","Unity 6 introduces the awaitable type, [Awaitable](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Awaitable.html). To put it simply, Awaitable can be considered a subset of UniTask, and in fact, Awaitable's design was influenced by UniTask. It should be able to handle PlayerLoop-based awaits, pooled Tasks, and support for cancellation with `CancellationToken` in a similar way. With its inclusion in the standard library, you may wonder whether to continue using UniTask or migrate to Awaitable. Here's a brief guide.","","First, the functionality provided by Awaitable is equivalent to what coroutines offer. Instead of `yield return`, you use await; `await NextFrameAsync()` replaces `yield return null`; and there are equivalents for `WaitForSeconds` and `EndOfFrame`. However, that's the extent of it. Being coroutine-based in terms of functionality, it lacks Task-based features. In practical application development using async/await, operations like `WhenAll` are essential. Additionally, UniTask enables many frame-based operations (such as `DelayFrame`) and more flexible PlayerLoopTiming control, which are not available in Awaitable. Of course, there's no Tracker Window either.","","Therefore, I recommend using UniTask for application development. UniTask is a superset of Awaitable and includes many essential features. For library development, where you want to avoid external dependencies, using Awaitable as a return type for methods would be appropriate. Awaitable can be converted to UniTask using `AsUniTask`, so there's no issue in handling Awaitable-based functionality within the UniTask library. Of course, if you don't need to worry about dependencies, using UniTask would be the best choice even for library development.","","For Unit Testing","---","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 methods.","","```csharp","[UnityTest]","public IEnumerator DelayIgnore() =\u003e UniTask.ToCoroutine(async () =\u003e","{","    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's own unit tests are written using Unity Test Runner and [Cysharp/RuntimeUnitTestToolkit](https://github.com/Cysharp/RuntimeUnitTestToolkit) to integrate with CI and check if IL2CPP is working.","","ThreadPool limitation","---","Most UniTask methods run on a single thread (PlayerLoop), with only `UniTask.Run`(`Task.Run` equivalent) and `UniTask.SwitchToThreadPool` running on a thread pool. If you use a thread pool, it won't work with WebGL and so on.","","`UniTask.Run` is now deprecated. You can use `UniTask.RunOnThreadPool` instead. And also consider whether you can use `UniTask.Create` or `UniTask.Void`.","","IEnumerator.ToUniTask limitation","---","You can convert coroutine(IEnumerator) to UniTask(or await directly) but it has some limitations.","","* `WaitForEndOfFrame`/`WaitForFixedUpdate`/`Coroutine` is not supported.","* Consuming loop timing is not the same as `StartCoroutine`, it uses the specified `PlayerLoopTiming` and the default `PlayerLoopTiming.Update` is run before MonoBehaviour's `Update` and `StartCoroutine`'s loop.","","If you want fully compatible conversion from coroutine to async, use the `IEnumerator.ToUniTask(MonoBehaviour coroutineRunner)` overload. It executes StartCoroutine on an instance of the argument MonoBehaviour and waits for it to complete in UniTask.","","For UnityEditor","---","UniTask can run on Unity Editor like an Editor Coroutine. However, there are some limitations.","","* UniTask.Delay's DelayType.DeltaTime, UnscaledDeltaTime do not work correctly because they can not get deltaTime in editor. Therefore run on EditMode, automatically change DelayType to `DelayType.Realtime` that wait for the right time.","* All PlayerLoopTiming run on the timing `EditorApplication.update`.","* `-batchmode` with `-quit` does not work because Unity does not run `EditorApplication.update` and quit after a single frame. Instead, don't use `-quit` and quit manually with `EditorApplication.Exit(0)`.","","Compare with Standard Task API","---","UniTask has many standard Task-like APIs. This table shows what the alternative apis are.","","Use standard type.","","| .NET Type | UniTask Type | ","| --- | --- |","| `IProgress\u003cT\u003e` | --- |","| `CancellationToken` | --- | ","| `CancellationTokenSource` | --- |","","Use UniTask type.","","| .NET Type | UniTask Type | ","| --- | --- |","| `Task`/`ValueTask` | `UniTask` |","| `Task\u003cT\u003e`/`ValueTask\u003cT\u003e` | `UniTask\u003cT\u003e` |","| `async void` | `async UniTaskVoid` | ","| `+= async () =\u003e { }` | `UniTask.Void`, `UniTask.Action`, `UniTask.UnityAction` |","| --- | `UniTaskCompletionSource` |","| `TaskCompletionSource\u003cT\u003e` | `UniTaskCompletionSource\u003cT\u003e`/`AutoResetUniTaskCompletionSource\u003cT\u003e` |","| `ManualResetValueTaskSourceCore\u003cT\u003e` | `UniTaskCompletionSourceCore\u003cT\u003e` |","| `IValueTaskSource` | `IUniTaskSource` |","| `IValueTaskSource\u003cT\u003e` | `IUniTaskSource\u003cT\u003e` |","| `ValueTask.IsCompleted` | `UniTask.Status.IsCompleted()` |","| `ValueTask\u003cT\u003e.IsCompleted` | `UniTask\u003cT\u003e.Status.IsCompleted()` |","| `new Progress\u003cT\u003e` | `Progress.Create\u003cT\u003e` |","| `CancellationToken.Register(UnsafeRegister)` | `CancellationToken.RegisterWithoutCaptureExecutionContext` |","| `CancellationTokenSource.CancelAfter` | `CancellationTokenSource.CancelAfterSlim` |","| `Channel.CreateUnbounded\u003cT\u003e(false){ SingleReader = true }` | `Channel.CreateSingleConsumerUnbounded\u003cT\u003e` |","| `IAsyncEnumerable\u003cT\u003e` | `IUniTaskAsyncEnumerable\u003cT\u003e` |","| `IAsyncEnumerator\u003cT\u003e` | `IUniTaskAsyncEnumerator\u003cT\u003e` |","| `IAsyncDisposable` | `IUniTaskAsyncDisposable` |","| `Task.Delay` | `UniTask.Delay` |","| `Task.Yield` | `UniTask.Yield` |","| `Task.Run` | `UniTask.RunOnThreadPool` |","| `Task.WhenAll` | `UniTask.WhenAll` |","| `Task.WhenAny` | `UniTask.WhenAny` |","| `Task.WhenEach` | `UniTask.WhenEach` |","| `Task.CompletedTask` | `UniTask.CompletedTask` |","| `Task.FromException` | `UniTask.FromException` |","| `Task.FromResult` | `UniTask.FromResult` |","| `Task.FromCanceled` | `UniTask.FromCanceled` |","| `Task.ContinueWith` | `UniTask.ContinueWith` |","| `TaskScheduler.UnobservedTaskException` | `UniTaskScheduler.UnobservedTaskException` |","","Pooling Configuration","---","UniTask aggressively caches async promise objects to achieve zero allocation (for technical details, see blog post [UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ](https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd)). By default, it caches all promises but you can configure `TaskPool.SetMaxPoolSize` to your value, the value indicates cache size per type. `TaskPool.GetCacheSizeInfo` returns currently cached objects in pool.","","```csharp","foreach (var (type, size) in TaskPool.GetCacheSizeInfo())","{","    Debug.Log(type + \":\" + size);","}","```","","Allocation on Profiler","---","In UnityEditor the profiler shows allocation of compiler generated AsyncStateMachine but it only occurs in debug(development) build. C# Compiler generates AsyncStateMachine as class on Debug build and as struct on Release build.","","Unity supports Code Optimization option starting in 2020.1 (right, footer).","","![](https://user-images.githubusercontent.com/46207/89967342-2f944600-dc8c-11ea-99fc-0b74527a16f6.png)","","You can change C# compiler optimization to release to remove AsyncStateMachine allocation in development builds. This optimization option can also be set via `Compilation.CompilationPipeline-codeOptimization`, and `Compilation.CodeOptimization`.","","UniTaskSynchronizationContext","---","Unity's default SynchronizationContext(`UnitySynchronizationContext`) is a poor implementation for performance. UniTask bypasses `SynchronizationContext`(and `ExecutionContext`) so it does not use it but if exists in `async Task`, still used it. `UniTaskSynchronizationContext` is a replacement of `UnitySynchronizationContext` which is better for performance.","","```csharp","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 performant than `async UniTask` and is not a complete UniTask replacement. It also does not guarantee full behavioral compatibility with the `UnitySynchronizationContext`.","","API References","---","UniTask's API References are hosted at [cysharp.github.io/UniTask](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.html) by [DocFX](https://dotnet.github.io/docfx/) and [Cysharp/DocfXTemplate](https://github.com/Cysharp/DocfxTemplate).","","For example, UniTask's factory methods can be seen at [UniTask#methods](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.UniTask.html#methods-1). UniTaskAsyncEnumerable's factory/extension methods can be seen at [UniTaskAsyncEnumerable#methods](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.Linq.UniTaskAsyncEnumerable.html#methods-1).","","UPM Package","---","### Install via git URL","","Requires a version of unity that supports path query parameter for git packages (Unity \u003e= 2019.3.4f1, Unity \u003e= 2020.1a21). You can add `https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask` to Package Manager","","![image](https://user-images.githubusercontent.com/46207/79450714-3aadd100-8020-11ea-8aae-b8d87fc4d7be.png)","","![image](https://user-images.githubusercontent.com/46207/83702872-e0f17c80-a648-11ea-8183-7469dcd4f810.png)","","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 uses the `*.*.*` release tag so you can specify a version like `#2.1.0`. For example `https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask#2.1.0`.","","",".NET Core","---","For .NET Core, use NuGet.","","\u003e PM\u003e Install-Package [UniTask](https://www.nuget.org/packages/UniTask)","","UniTask of .NET Core version is a subset of Unity UniTask with PlayerLoop dependent methods removed.","","It runs at higher performance than the standard Task/ValueTask, but you should be careful to ignore the ExecutionContext/SynchronizationContext when using it. `AsyncLocal` also does not work because it ignores ExecutionContext.","","If you use UniTask internally, but provide ValueTask as an external API, you can write it like the following(Inspired by [PooledAwait](https://github.com/mgravell/PooledAwait)).","","```csharp","public class ZeroAllocAsyncAwaitInDotNetCore","{","    public ValueTask\u003cint\u003e DoAsync(int x, int y)","    {","        return Core(this, x, y);","","        static async UniTask\u003cint\u003e 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](https://github.com/Cysharp/MagicOnion/)). .NET Core version of UniTask enables smooth code sharing.","","Utility methods such as WhenAll which are equivalent to UniTask are provided as [Cysharp/ValueTaskSupplement](https://github.com/Cysharp/ValueTaskSupplement).","","License","---","This library is under the MIT 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class="heading-element" dir="auto">UniTask</h1><a id="user-content-unitask" class="anchor" aria-label="Permalink: UniTask" href="#unitask"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto"><a href="https://github.com/Cysharp/UniTask/actions"><img src="https://github.com/Cysharp/UniTask/workflows/Build-Debug/badge.svg" alt="GitHub Actions" style="max-width: 100%;"></a> <a href="https://github.com/Cysharp/UniTask/releases"><img src="https://camo.githubusercontent.com/652895bfec7d6048d24e728db9ef0abb4bb6d639a3ddc84b9d3db510b6578ad6/68747470733a2f2f696d672e736869656c64732e696f2f6769746875622f72656c656173652f437973686172702f556e695461736b2e737667" alt="Releases" data-canonical-src="https://img.shields.io/github/release/Cysharp/UniTask.svg" style="max-width: 100%;"></a> <a href="https://github.com/Cysharp/UniTask/blob/master/README_CN.md"><img src="https://camo.githubusercontent.com/890d3ba3c28b20897aebd87e336b5efb8ab472fd365c64ad2b6f290756f05574/68747470733a2f2f696d672e736869656c64732e696f2f62616467652f556e695461736b2d2545342542382541442545362539362538372545362539362538372545362541312541332d726564" alt="Readme_CN" data-canonical-src="https://img.shields.io/badge/UniTask-%E4%B8%AD%E6%96%87%E6%96%87%E6%A1%A3-red" style="max-width: 100%;"></a></p>
<p dir="auto">Provides an efficient allocation free async/await integration for Unity.</p>
<ul dir="auto">
<li>Struct based <code>UniTask&lt;T&gt;</code> and custom AsyncMethodBuilder to achieve zero allocation</li>
<li>Makes all Unity AsyncOperations and Coroutines awaitable</li>
<li>PlayerLoop based task(<code>UniTask.Yield</code>, <code>UniTask.Delay</code>, <code>UniTask.DelayFrame</code>, etc..) that enable replacing all coroutine operations</li>
<li>MonoBehaviour Message Events and uGUI Events as awaitable/async-enumerable</li>
<li>Runs completely on Unity's PlayerLoop so doesn't use threads and runs on WebGL, wasm, etc.</li>
<li>Asynchronous LINQ, with Channel and AsyncReactiveProperty</li>
<li>TaskTracker window to prevent memory leaks</li>
<li>Highly compatible behaviour with Task/ValueTask/IValueTaskSource</li>
</ul>
<p dir="auto">For technical details, see blog post: <a href="https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd" rel="nofollow">UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ
</a><br>
For advanced tips, see blog post: <a href="https://medium.com/@neuecc/extends-unitywebrequest-via-async-decorator-pattern-advanced-techniques-of-unitask-ceff9c5ee846" rel="nofollow">Extends UnityWebRequest via async decorator pattern — Advanced Techniques of UniTask</a></p>


<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">Table of Contents</h2><a id="user-content-table-of-contents" class="anchor" aria-label="Permalink: Table of Contents" href="#table-of-contents"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<ul dir="auto">
<li><a href="#getting-started">Getting started</a></li>
<li><a href="#basics-of-unitask-and-asyncoperation">Basics of UniTask and AsyncOperation</a></li>
<li><a href="#cancellation-and-exception-handling">Cancellation and Exception handling</a></li>
<li><a href="#timeout-handling">Timeout handling</a></li>
<li><a href="#progress">Progress</a></li>
<li><a href="#playerloop">PlayerLoop</a></li>
<li><a href="#async-void-vs-async-unitaskvoid">async void vs async UniTaskVoid</a></li>
<li><a href="#unitasktracker">UniTaskTracker</a></li>
<li><a href="#external-assets">External Assets</a></li>
<li><a href="#asyncenumerable-and-async-linq">AsyncEnumerable and Async LINQ</a></li>
<li><a href="#awaitable-events">Awaitable Events</a></li>
<li><a href="#channel">Channel</a></li>
<li><a href="#vs-awaitable">vs Awaitable</a></li>
<li><a href="#for-unit-testing">For Unit Testing</a></li>
<li><a href="#threadpool-limitation">ThreadPool limitation</a></li>
<li><a href="#ienumeratortounitask-limitation">IEnumerator.ToUniTask limitation</a></li>
<li><a href="#for-unityeditor">For UnityEditor</a></li>
<li><a href="#compare-with-standard-task-api">Compare with Standard Task API</a></li>
<li><a href="#pooling-configuration">Pooling Configuration</a></li>
<li><a href="#allocation-on-profiler">Allocation on Profiler</a></li>
<li><a href="#unitasksynchronizationcontext">UniTaskSynchronizationContext</a></li>
<li><a href="#api-references">API References</a></li>
<li><a href="#upm-package">UPM Package</a>
<ul dir="auto">
<li><a href="#install-via-git-url">Install via git URL</a></li>
</ul>
</li>
<li><a href="#net-core">.NET Core</a></li>
<li><a href="#license">License</a></li>
</ul>

<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">Getting started</h2><a id="user-content-getting-started" class="anchor" aria-label="Permalink: Getting started" href="#getting-started"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">Install via <a href="#upm-package">UPM package</a> with git reference or asset package(<code>UniTask.*.*.*.unitypackage</code>) available in <a href="https://github.com/Cysharp/UniTask/releases">UniTask/releases</a>.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="// extension awaiter/methods can be used by this namespace
using Cysharp.Threading.Tasks;

// You can return type as struct UniTask&lt;T&gt;(or UniTask), it is unity specialized lightweight alternative of Task&lt;T&gt;
// zero allocation and fast excution for zero overhead async/await integrate with Unity
async UniTask&lt;string&gt; DemoAsync()
{
    // You can await Unity's AsyncObject
    var asset = await Resources.LoadAsync&lt;TextAsset&gt;(&quot;foo&quot;);
    var txt = (await UnityWebRequest.Get(&quot;https://...&quot;).SendWebRequest()).downloadHandler.text;
    await SceneManager.LoadSceneAsync(&quot;scene2&quot;);

    // .WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject
    // after Unity 2022.2, you can use `destroyCancellationToken` in MonoBehaviour
    var asset2 = await Resources.LoadAsync&lt;TextAsset&gt;(&quot;bar&quot;).WithCancellation(this.GetCancellationTokenOnDestroy());

    // .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress&lt;T&gt;
    var asset3 = await Resources.LoadAsync&lt;TextAsset&gt;(&quot;baz&quot;).ToUniTask(Progress.Create&lt;float&gt;(x =&gt; Debug.Log(x)));

    // await frame-based operation like a 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
#if UNITY_2023_1_OR_NEWER
    await UniTask.WaitForEndOfFrame();
#else
    // requires MonoBehaviour(CoroutineRunner))
    await UniTask.WaitForEndOfFrame(this); // this is MonoBehaviour
#endif

    // replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate))
    await UniTask.WaitForFixedUpdate();
    
    // replacement of yield return WaitUntil
    await UniTask.WaitUntil(() =&gt; isActive == false);

    // special helper of WaitUntil
    await UniTask.WaitUntilValueChanged(this, x =&gt; x.isActive);

    // You can await IEnumerator coroutines
    await FooCoroutineEnumerator();

    // You can await a standard task
    await Task.Run(() =&gt; 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&lt;string&gt; GetTextAsync(UnityWebRequest req)
    {
        var op = await req.SendWebRequest();
        return op.downloadHandler.text;
    }

    var task1 = GetTextAsync(UnityWebRequest.Get(&quot;http://google.com&quot;));
    var task2 = GetTextAsync(UnityWebRequest.Get(&quot;http://bing.com&quot;));
    var task3 = GetTextAsync(UnityWebRequest.Get(&quot;http://yahoo.com&quot;));

    // concurrent async-wait and get results 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);

    // return async-value.(or you can use `UniTask`(no result), `UniTaskVoid`(fire and forget)).
    return (asset as TextAsset)?.text ?? throw new InvalidOperationException(&quot;Asset not found&quot;);
}"><pre><span class="pl-c">// extension awaiter/methods can be used by this namespace</span>
<span class="pl-k">using</span> <span class="pl-s1">Cysharp</span><span class="pl-kos">.</span><span class="pl-s1">Threading</span><span class="pl-kos">.</span><span class="pl-s1">Tasks</span><span class="pl-kos">;</span>

<span class="pl-c">// You can return type as struct UniTask&lt;T&gt;(or UniTask), it is unity specialized lightweight alternative of Task&lt;T&gt;</span>
<span class="pl-c">// zero allocation and fast excution for zero overhead async/await integrate with Unity</span>
<span class="pl-k">async</span> <span class="pl-smi">UniTask</span><span class="pl-c1">&lt;</span><span class="pl-smi">string</span><span class="pl-c1">&gt;</span> <span class="pl-en">DemoAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-c">// You can await Unity's AsyncObject</span>
    <span class="pl-k">var</span> <span class="pl-s1">asset</span> <span class="pl-c1">=</span> <span class="pl-k">await</span> <span class="pl-s1">Resources</span><span class="pl-kos">.</span><span class="pl-smi">LoadAsync</span><span class="pl-c1">&lt;</span><span class="pl-smi">TextAsset</span><span class="pl-c1">&gt;</span><span class="pl-kos">(</span><span class="pl-s">"foo"</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-k">var</span> <span class="pl-s1">txt</span> <span class="pl-c1">=</span> <span class="pl-kos">(</span><span class="pl-k">await</span> <span class="pl-s1">UnityWebRequest</span><span class="pl-kos">.</span><span class="pl-en">Get</span><span class="pl-kos">(</span><span class="pl-s">"https://..."</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">SendWebRequest</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-s1">downloadHandler</span><span class="pl-kos">.</span><span class="pl-s1">text</span><span class="pl-kos">;</span>
    <span class="pl-k">await</span> <span class="pl-s1">SceneManager</span><span class="pl-kos">.</span><span class="pl-en">LoadSceneAsync</span><span class="pl-kos">(</span><span class="pl-s">"scene2"</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// .WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject</span>
    <span class="pl-c">// after Unity 2022.2, you can use `destroyCancellationToken` in MonoBehaviour</span>
    <span class="pl-k">var</span> <span class="pl-s1">asset2</span> <span class="pl-c1">=</span> <span class="pl-k">await</span> <span class="pl-s1">Resources</span><span class="pl-kos">.</span><span class="pl-smi">LoadAsync</span><span class="pl-c1">&lt;</span><span class="pl-smi">TextAsset</span><span class="pl-c1">&gt;</span><span class="pl-kos">(</span><span class="pl-s">"bar"</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">WithCancellation</span><span class="pl-kos">(</span><span class="pl-k">this</span><span class="pl-kos">.</span><span class="pl-en">GetCancellationTokenOnDestroy</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress&lt;T&gt;</span>
    <span class="pl-k">var</span> <span class="pl-s1">asset3</span> <span class="pl-c1">=</span> <span class="pl-k">await</span> <span class="pl-s1">Resources</span><span class="pl-kos">.</span><span class="pl-smi">LoadAsync</span><span class="pl-c1">&lt;</span><span class="pl-smi">TextAsset</span><span class="pl-c1">&gt;</span><span class="pl-kos">(</span><span class="pl-s">"baz"</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">ToUniTask</span><span class="pl-kos">(</span><span class="pl-s1">Progress</span><span class="pl-kos">.</span><span class="pl-smi">Create</span><span class="pl-c1">&lt;</span><span class="pl-smi">float</span><span class="pl-c1">&gt;</span><span class="pl-kos">(</span>x <span class="pl-c1">=&gt;</span> <span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s1">x</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// await frame-based operation like a coroutine</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">DelayFrame</span><span class="pl-kos">(</span><span class="pl-c1">100</span><span class="pl-kos">)</span><span class="pl-kos">;</span> 

    <span class="pl-c">// replacement of yield return new WaitForSeconds/WaitForSecondsRealtime</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Delay</span><span class="pl-kos">(</span><span class="pl-s1">TimeSpan</span><span class="pl-kos">.</span><span class="pl-en">FromSeconds</span><span class="pl-kos">(</span><span class="pl-c1">10</span><span class="pl-kos">)</span><span class="pl-kos">,</span> <span class="pl-s1">ignoreTimeScale</span><span class="pl-c1">:</span> <span class="pl-c1">false</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    
    <span class="pl-c">// yield any playerloop timing(PreUpdate, Update, LateUpdate, etc...)</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-s1">PlayerLoopTiming</span><span class="pl-kos">.</span><span class="pl-s1">PreLateUpdate</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// replacement of yield return null</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">NextFrame</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// replacement of WaitForEndOfFrame</span>
#if <span class="pl-s1">UNITY_2023_1_OR_NEWER</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">WaitForEndOfFrame</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
#else
    <span class="pl-c">// requires MonoBehaviour(CoroutineRunner))</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">WaitForEndOfFrame</span><span class="pl-kos">(</span><span class="pl-k">this</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-c">// this is MonoBehaviour</span>
#endif

    <span class="pl-c">// replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate))</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">WaitForFixedUpdate</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    
    <span class="pl-c">// replacement of yield return WaitUntil</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">WaitUntil</span><span class="pl-kos">(</span><span class="pl-kos">(</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span> <span class="pl-s1">isActive</span> <span class="pl-c1">==</span> <span class="pl-c1">false</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// special helper of WaitUntil</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">WaitUntilValueChanged</span><span class="pl-kos">(</span><span class="pl-k">this</span><span class="pl-kos">,</span> x <span class="pl-c1">=&gt;</span> <span class="pl-s1">x</span><span class="pl-kos">.</span><span class="pl-s1">isActive</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// You can await IEnumerator coroutines</span>
    <span class="pl-k">await</span> <span class="pl-s1">FooCoroutineEnumerator</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// You can await a standard task</span>
    <span class="pl-k">await</span> <span class="pl-s1">Task</span><span class="pl-kos">.</span><span class="pl-en">Run</span><span class="pl-kos">(</span><span class="pl-kos">(</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span> <span class="pl-c1">100</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// Multithreading, run on ThreadPool under this code</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">SwitchToThreadPool</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">/* work on ThreadPool */</span>

    <span class="pl-c">// return to MainThread(same as `ObserveOnMainThread` in UniRx)</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">SwitchToMainThread</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// get async webrequest</span>
    <span class="pl-k">async</span> <span class="pl-smi">UniTask</span><span class="pl-c1">&lt;</span><span class="pl-smi">string</span><span class="pl-c1">&gt;</span> <span class="pl-en">GetTextAsync</span><span class="pl-kos">(</span><span class="pl-smi">UnityWebRequest</span> <span class="pl-s1">req</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">var</span> <span class="pl-s1">op</span> <span class="pl-c1">=</span> <span class="pl-k">await</span> <span class="pl-s1">req</span><span class="pl-kos">.</span><span class="pl-en">SendWebRequest</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-k">return</span> <span class="pl-s1">op</span><span class="pl-kos">.</span><span class="pl-s1">downloadHandler</span><span class="pl-kos">.</span><span class="pl-s1">text</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>

    <span class="pl-k">var</span> <span class="pl-s1">task1</span> <span class="pl-c1">=</span> <span class="pl-s1">GetTextAsync</span><span class="pl-kos">(</span><span class="pl-s1">UnityWebRequest</span><span class="pl-kos">.</span><span class="pl-en">Get</span><span class="pl-kos">(</span><span class="pl-s">"http://google.com"</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-k">var</span> <span class="pl-s1">task2</span> <span class="pl-c1">=</span> <span class="pl-s1">GetTextAsync</span><span class="pl-kos">(</span><span class="pl-s1">UnityWebRequest</span><span class="pl-kos">.</span><span class="pl-en">Get</span><span class="pl-kos">(</span><span class="pl-s">"http://bing.com"</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-k">var</span> <span class="pl-s1">task3</span> <span class="pl-c1">=</span> <span class="pl-s1">GetTextAsync</span><span class="pl-kos">(</span><span class="pl-s1">UnityWebRequest</span><span class="pl-kos">.</span><span class="pl-en">Get</span><span class="pl-kos">(</span><span class="pl-s">"http://yahoo.com"</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// concurrent async-wait and get results easily by tuple syntax</span>
    <span class="pl-k">var</span> <span class="pl-kos">(</span><span class="pl-s1">google</span><span class="pl-kos">,</span> <span class="pl-s1">bing</span><span class="pl-kos">,</span> <span class="pl-s1">yahoo</span><span class="pl-kos">)</span> <span class="pl-c1">=</span> <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">WhenAll</span><span class="pl-kos">(</span><span class="pl-s1">task1</span><span class="pl-kos">,</span> <span class="pl-s1">task2</span><span class="pl-kos">,</span> <span class="pl-s1">task3</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// shorthand of WhenAll, tuple can await directly</span>
    <span class="pl-k">var</span> <span class="pl-kos">(</span><span class="pl-s1">google2</span><span class="pl-kos">,</span> <span class="pl-s1">bing2</span><span class="pl-kos">,</span> <span class="pl-s1">yahoo2</span><span class="pl-kos">)</span> <span class="pl-c1">=</span> <span class="pl-k">await</span> <span class="pl-kos">(</span><span class="pl-s1">task1</span><span class="pl-kos">,</span> <span class="pl-s1">task2</span><span class="pl-kos">,</span> <span class="pl-s1">task3</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// return async-value.(or you can use `UniTask`(no result), `UniTaskVoid`(fire and forget)).</span>
    <span class="pl-k">return</span> <span class="pl-kos">(</span><span class="pl-s1">asset</span> <span class="pl-k">as</span> <span class="pl-smi">TextAsset</span><span class="pl-kos">)</span><span class="pl-c1">?</span><span class="pl-kos">.</span><span class="pl-s1">text</span> <span class="pl-c1">??</span> <span class="pl-k">throw</span> <span class="pl-k">new</span> <span class="pl-smi">InvalidOperationException</span><span class="pl-kos">(</span><span class="pl-s">"Asset not found"</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">Basics of UniTask and AsyncOperation</h2><a id="user-content-basics-of-unitask-and-asyncoperation" class="anchor" aria-label="Permalink: Basics of UniTask and AsyncOperation" href="#basics-of-unitask-and-asyncoperation"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">UniTask features rely on C# 7.0(<a href="https://github.com/dotnet/roslyn/blob/master/docs/features/task-types.md">task-like custom async method builder feature</a>) so the required Unity version is after <code>Unity 2018.3</code>, the official lowest version supported is <code>Unity 2018.4.13f1</code>.</p>
<p dir="auto">Why is UniTask(custom task-like object) required? Because Task is too heavy and not matched to Unity threading (single-thread). UniTask does not use threads and SynchronizationContext/ExecutionContext because Unity's asynchronous object is automaticaly dispatched by Unity's engine layer. It achieves faster and lower allocation, and is completely integrated with Unity.</p>
<p dir="auto">You can await <code>AsyncOperation</code>, <code>ResourceRequest</code>, <code>AssetBundleRequest</code>, <code>AssetBundleCreateRequest</code>, <code>UnityWebRequestAsyncOperation</code>, <code>AsyncGPUReadbackRequest</code>, <code>IEnumerator</code> and others when <code>using Cysharp.Threading.Tasks;</code>.</p>
<p dir="auto">UniTask provides three pattern of extension methods.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="* await asyncOperation;
* .WithCancellation(CancellationToken);
* .ToUniTask(IProgress, PlayerLoopTiming, CancellationToken);"><pre><span class="pl-c1">*</span> <span class="pl-k">await</span> <span class="pl-s1">asyncOperation</span><span class="pl-kos">;</span>
<span class="pl-c1">*</span> <span class="pl-kos">.</span><span class="pl-s1">WithCancellation</span><span class="pl-kos">(</span><span class="pl-s1">CancellationToken</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-c1">*</span> <span class="pl-kos">.</span><span class="pl-s1">ToUniTask</span><span class="pl-kos">(</span><span class="pl-s1">IProgress</span><span class="pl-kos">,</span> <span class="pl-s1">PlayerLoopTiming</span><span class="pl-kos">,</span> <span class="pl-s1">CancellationToken</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto"><code>WithCancellation</code> is a simple version of <code>ToUniTask</code>, both return <code>UniTask</code>. For details of cancellation, see: <a href="#cancellation-and-exception-handling">Cancellation and Exception handling</a> section.</p>
<blockquote>
<p dir="auto">Note: await directly is returned from native timing of PlayerLoop but WithCancellation and ToUniTask are returned from specified PlayerLoopTiming. For details of timing, see: <a href="#playerloop">PlayerLoop</a> section.</p>
</blockquote>
<blockquote>
<p dir="auto">Note: AssetBundleRequest has <code>asset</code> and <code>allAssets</code>, default await returns <code>asset</code>. If you want to get <code>allAssets</code>, you can use <code>AwaitForAllAssets()</code> method.</p>
</blockquote>
<p dir="auto">The type of <code>UniTask</code> can use utilities like <code>UniTask.WhenAll</code>, <code>UniTask.WhenAny</code>, <code>UniTask.WhenEach</code>. They are like <code>Task.WhenAll</code>/<code>Task.WhenAny</code> but the return type is more useful. They return value tuples so you can deconstruct each result and pass multiple types.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="public async UniTaskVoid LoadManyAsync()
{
    // parallel load.
    var (a, b, c) = await UniTask.WhenAll(
        LoadAsSprite(&quot;foo&quot;),
        LoadAsSprite(&quot;bar&quot;),
        LoadAsSprite(&quot;baz&quot;));
}

async UniTask&lt;Sprite&gt; LoadAsSprite(string path)
{
    var resource = await Resources.LoadAsync&lt;Sprite&gt;(path);
    return (resource as Sprite);
}"><pre><span class="pl-k">public</span> <span class="pl-k">async</span> <span class="pl-smi">UniTaskVoid</span> <span class="pl-en">LoadManyAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-c">// parallel load.</span>
    <span class="pl-k">var</span> <span class="pl-kos">(</span><span class="pl-s1">a</span><span class="pl-kos">,</span> <span class="pl-s1">b</span><span class="pl-kos">,</span> <span class="pl-s1">c</span><span class="pl-kos">)</span> <span class="pl-c1">=</span> <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">WhenAll</span><span class="pl-kos">(</span>
        <span class="pl-s1">LoadAsSprite</span><span class="pl-kos">(</span><span class="pl-s">"foo"</span><span class="pl-kos">)</span><span class="pl-kos">,</span>
        <span class="pl-s1">LoadAsSprite</span><span class="pl-kos">(</span><span class="pl-s">"bar"</span><span class="pl-kos">)</span><span class="pl-kos">,</span>
        <span class="pl-s1">LoadAsSprite</span><span class="pl-kos">(</span><span class="pl-s">"baz"</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span>

<span class="pl-k">async</span> <span class="pl-smi">UniTask</span><span class="pl-c1">&lt;</span><span class="pl-smi">Sprite</span><span class="pl-c1">&gt;</span> <span class="pl-en">LoadAsSprite</span><span class="pl-kos">(</span><span class="pl-smi">string</span> <span class="pl-s1">path</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">var</span> <span class="pl-s1">resource</span> <span class="pl-c1">=</span> <span class="pl-k">await</span> <span class="pl-s1">Resources</span><span class="pl-kos">.</span><span class="pl-smi">LoadAsync</span><span class="pl-c1">&lt;</span><span class="pl-smi">Sprite</span><span class="pl-c1">&gt;</span><span class="pl-kos">(</span><span class="pl-s1">path</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-k">return</span> <span class="pl-kos">(</span><span class="pl-s1">resource</span> <span class="pl-k">as</span> <span class="pl-smi">Sprite</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">If you want to convert a callback to UniTask, you can use <code>UniTaskCompletionSource&lt;T&gt;</code> which is a lightweight edition of <code>TaskCompletionSource&lt;T&gt;</code>.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="public UniTask&lt;int&gt; WrapByUniTaskCompletionSource()
{
    var utcs = new UniTaskCompletionSource&lt;int&gt;();

    // when complete, call utcs.TrySetResult();
    // when failed, call utcs.TrySetException();
    // when cancel, call utcs.TrySetCanceled();

    return utcs.Task; //return UniTask&lt;int&gt;
}"><pre><span class="pl-k">public</span> <span class="pl-smi">UniTask</span><span class="pl-c1">&lt;</span><span class="pl-smi">int</span><span class="pl-c1">&gt;</span> <span class="pl-en">WrapByUniTaskCompletionSource</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">var</span> <span class="pl-s1">utcs</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">UniTaskCompletionSource</span><span class="pl-c1">&lt;</span><span class="pl-smi">int</span><span class="pl-c1">&gt;</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-c">// when complete, call utcs.TrySetResult();</span>
    <span class="pl-c">// when failed, call utcs.TrySetException();</span>
    <span class="pl-c">// when cancel, call utcs.TrySetCanceled();</span>

    <span class="pl-k">return</span> <span class="pl-s1">utcs</span><span class="pl-kos">.</span><span class="pl-s1">Task</span><span class="pl-kos">;</span> <span class="pl-c">//return UniTask&lt;int&gt;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">You can convert Task -&gt; UniTask: <code>AsUniTask</code>, <code>UniTask</code> -&gt; <code>UniTask&lt;AsyncUnit&gt;</code>: <code>AsAsyncUnitUniTask</code>, <code>UniTask&lt;T&gt;</code> -&gt; <code>UniTask</code>: <code>AsUniTask</code>. <code>UniTask&lt;T&gt;</code> -&gt; <code>UniTask</code>'s conversion cost is free.</p>
<p dir="auto">If you want to convert async to coroutine, you can use <code>.ToCoroutine()</code>, this is useful if you want to only allow using the coroutine system.</p>
<p dir="auto">UniTask can not await twice. This is a similar constraint to the <a href="https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.valuetask-1?view=netcore-3.1" rel="nofollow">ValueTask/IValueTaskSource</a> introduced in .NET Standard 2.1.</p>
<blockquote>
<p dir="auto">The following operations should never be performed on a ValueTask instance:</p>
<ul dir="auto">
<li>Awaiting the instance multiple times.</li>
<li>Calling AsTask multiple times.</li>
<li>Using .Result or .GetAwaiter().GetResult() when the operation hasn't yet completed, or using them multiple times.</li>
<li>Using more than one of these techniques to consume the instance.</li>
</ul>
<p dir="auto">If you do any of the above, the results are undefined.</p>
</blockquote>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="var task = UniTask.DelayFrame(10);
await task;
await task; // NG, throws Exception"><pre><span class="pl-k">var</span> <span class="pl-s1">task</span> <span class="pl-c1">=</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">DelayFrame</span><span class="pl-kos">(</span><span class="pl-c1">10</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-k">await</span> <span class="pl-s1">task</span><span class="pl-kos">;</span>
<span class="pl-k">await</span> <span class="pl-s1">task</span><span class="pl-kos">;</span> <span class="pl-c">// NG, throws Exception</span></pre></div>
<p dir="auto">Store to the class field, you can use <code>UniTask.Lazy</code> that supports calling multiple times. <code>.Preserve()</code> allows for multiple calls (internally cached results). This is useful when there are multiple calls in a function scope.</p>
<p dir="auto">Also <code>UniTaskCompletionSource</code> can await multiple times and await from many callers.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">Cancellation and Exception handling</h2><a id="user-content-cancellation-and-exception-handling" class="anchor" aria-label="Permalink: Cancellation and Exception handling" href="#cancellation-and-exception-handling"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">Some UniTask factory methods have a <code>CancellationToken cancellationToken = default</code> parameter. Also some async operations for Unity have <code>WithCancellation(CancellationToken)</code> and <code>ToUniTask(..., CancellationToken cancellation = default)</code> extension methods.</p>
<p dir="auto">You can pass <code>CancellationToken</code> to parameter by standard <a href="https://docs.microsoft.com/en-us/dotnet/api/system.threading.cancellationtokensource" rel="nofollow"><code>CancellationTokenSource</code></a>.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="var cts = new CancellationTokenSource();

cancelButton.onClick.AddListener(() =&gt;
{
    cts.Cancel();
});

await UnityWebRequest.Get(&quot;http://google.co.jp&quot;).SendWebRequest().WithCancellation(cts.Token);

await UniTask.DelayFrame(1000, cancellationToken: cts.Token);"><pre><span class="pl-k">var</span> <span class="pl-s1">cts</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">CancellationTokenSource</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

<span class="pl-s1">cancelButton</span><span class="pl-kos">.</span><span class="pl-s1">onClick</span><span class="pl-kos">.</span><span class="pl-en">AddListener</span><span class="pl-kos">(</span><span class="pl-kos">(</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span>
<span class="pl-kos">{</span>
    <span class="pl-s1">cts</span><span class="pl-kos">.</span><span class="pl-en">Cancel</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

<span class="pl-k">await</span> <span class="pl-s1">UnityWebRequest</span><span class="pl-kos">.</span><span class="pl-en">Get</span><span class="pl-kos">(</span><span class="pl-s">"http://google.co.jp"</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">SendWebRequest</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">WithCancellation</span><span class="pl-kos">(</span><span class="pl-s1">cts</span><span class="pl-kos">.</span><span class="pl-s1">Token</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

<span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">DelayFrame</span><span class="pl-kos">(</span><span class="pl-c1">1000</span><span class="pl-kos">,</span> <span class="pl-s1">cancellationToken</span><span class="pl-c1">:</span> <span class="pl-s1">cts</span><span class="pl-kos">.</span><span class="pl-s1">Token</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto">CancellationToken can be created by <code>CancellationTokenSource</code> or MonoBehaviour's extension method <code>GetCancellationTokenOnDestroy</code>.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="// this CancellationToken lifecycle is same as GameObject.
await UniTask.DelayFrame(1000, cancellationToken: this.GetCancellationTokenOnDestroy());"><pre><span class="pl-c">// this CancellationToken lifecycle is same as GameObject.</span>
<span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">DelayFrame</span><span class="pl-kos">(</span><span class="pl-c1">1000</span><span class="pl-kos">,</span> <span class="pl-s1">cancellationToken</span><span class="pl-c1">:</span> <span class="pl-k">this</span><span class="pl-kos">.</span><span class="pl-en">GetCancellationTokenOnDestroy</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto">For propagate Cancellation, all async method recommend to accept <code>CancellationToken cancellationToken</code> at last argument, and pass <code>CancellationToken</code> from root to end.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="await FooAsync(this.GetCancellationTokenOnDestroy());

// ---

async UniTask FooAsync(CancellationToken cancellationToken)
{
    await BarAsync(cancellationToken);
}

async UniTask BarAsync(CancellationToken cancellationToken)
{
    await UniTask.Delay(TimeSpan.FromSeconds(3), cancellationToken);
}"><pre><span class="pl-k">await</span> <span class="pl-s1">FooAsync</span><span class="pl-kos">(</span><span class="pl-k">this</span><span class="pl-kos">.</span><span class="pl-en">GetCancellationTokenOnDestroy</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

<span class="pl-c">// ---</span>

<span class="pl-k">async</span> <span class="pl-smi">UniTask</span> <span class="pl-en">FooAsync</span><span class="pl-kos">(</span><span class="pl-smi">CancellationToken</span> <span class="pl-s1">cancellationToken</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">await</span> <span class="pl-s1">BarAsync</span><span class="pl-kos">(</span><span class="pl-s1">cancellationToken</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span>

<span class="pl-k">async</span> <span class="pl-smi">UniTask</span> <span class="pl-en">BarAsync</span><span class="pl-kos">(</span><span class="pl-smi">CancellationToken</span> <span class="pl-s1">cancellationToken</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Delay</span><span class="pl-kos">(</span><span class="pl-s1">TimeSpan</span><span class="pl-kos">.</span><span class="pl-en">FromSeconds</span><span class="pl-kos">(</span><span class="pl-c1">3</span><span class="pl-kos">)</span><span class="pl-kos">,</span> <span class="pl-s1">cancellationToken</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto"><code>CancellationToken</code> means lifecycle of async. You can hold your own lifecycle insteadof default CancellationTokenOnDestroy.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="public class MyBehaviour : MonoBehaviour
{
    CancellationTokenSource disableCancellation = new CancellationTokenSource();
    CancellationTokenSource destroyCancellation = new CancellationTokenSource();

    private void OnEnable()
    {
        if (disableCancellation != null)
        {
            disableCancellation.Dispose();
        }
        disableCancellation = new CancellationTokenSource();
    }

    private void OnDisable()
    {
        disableCancellation.Cancel();
    }

    private void OnDestroy()
    {
        destroyCancellation.Cancel();
        destroyCancellation.Dispose();
    }
}"><pre><span class="pl-k">public</span> <span class="pl-k">class</span> <span class="pl-smi">MyBehaviour</span> <span class="pl-c1">:</span> <span class="pl-smi">MonoBehaviour</span>
<span class="pl-kos">{</span>
    <span class="pl-smi">CancellationTokenSource</span> <span class="pl-s1">disableCancellation</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">CancellationTokenSource</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-smi">CancellationTokenSource</span> <span class="pl-s1">destroyCancellation</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">CancellationTokenSource</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-k">private</span> <span class="pl-smi">void</span> <span class="pl-en">OnEnable</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">if</span> <span class="pl-kos">(</span><span class="pl-s1">disableCancellation</span> <span class="pl-c1">!=</span> <span class="pl-c1">null</span><span class="pl-kos">)</span>
        <span class="pl-kos">{</span>
            <span class="pl-s1">disableCancellation</span><span class="pl-kos">.</span><span class="pl-en">Dispose</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-kos">}</span>
        <span class="pl-s1">disableCancellation</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">CancellationTokenSource</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>

    <span class="pl-k">private</span> <span class="pl-smi">void</span> <span class="pl-en">OnDisable</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-s1">disableCancellation</span><span class="pl-kos">.</span><span class="pl-en">Cancel</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>

    <span class="pl-k">private</span> <span class="pl-smi">void</span> <span class="pl-en">OnDestroy</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-s1">destroyCancellation</span><span class="pl-kos">.</span><span class="pl-en">Cancel</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-s1">destroyCancellation</span><span class="pl-kos">.</span><span class="pl-en">Dispose</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">After Unity 2022.2, Unity adds CancellationToken in <a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour-destroyCancellationToken.html" rel="nofollow">MonoBehaviour.destroyCancellationToken</a> and <a href="https://docs.unity3d.com/ScriptReference/Application-exitCancellationToken.html" rel="nofollow">Application.exitCancellationToken</a>.</p>
<p dir="auto">When cancellation is detected, all methods throw <code>OperationCanceledException</code> and propagate upstream. When exception(not limited to <code>OperationCanceledException</code>) is not handled in async method, it is propagated finally to <code>UniTaskScheduler.UnobservedTaskException</code>. The default behaviour of received unhandled exception is to write log as exception. Log level can be changed using <code>UniTaskScheduler.UnobservedExceptionWriteLogType</code>. If you want to use custom behaviour, set an action to <code>UniTaskScheduler.UnobservedTaskException.</code></p>
<p dir="auto">And also <code>OperationCanceledException</code> is a special exception, this is silently ignored at <code>UnobservedTaskException</code>.</p>
<p dir="auto">If you want to cancel behaviour in an async UniTask method, throw <code>OperationCanceledException</code> manually.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="public async UniTask&lt;int&gt; FooAsync()
{
    await UniTask.Yield();
    throw new OperationCanceledException();
}"><pre><span class="pl-k">public</span> <span class="pl-k">async</span> <span class="pl-smi">UniTask</span><span class="pl-c1">&lt;</span><span class="pl-smi">int</span><span class="pl-c1">&gt;</span> <span class="pl-en">FooAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-k">throw</span> <span class="pl-k">new</span> <span class="pl-smi">OperationCanceledException</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">If you handle an exception but want to ignore(propagate to global cancellation handling), use an exception filter.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="public async UniTask&lt;int&gt; BarAsync()
{
    try
    {
        var x = await FooAsync();
        return x * 2;
    }
    catch (Exception ex) when (!(ex is OperationCanceledException)) // when (ex is not OperationCanceledException) at C# 9.0
    {
        return -1;
    }
}"><pre><span class="pl-k">public</span> <span class="pl-k">async</span> <span class="pl-smi">UniTask</span><span class="pl-c1">&lt;</span><span class="pl-smi">int</span><span class="pl-c1">&gt;</span> <span class="pl-en">BarAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">try</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">var</span> <span class="pl-s1">x</span> <span class="pl-c1">=</span> <span class="pl-k">await</span> <span class="pl-s1">FooAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-k">return</span> <span class="pl-s1">x</span> <span class="pl-c1">*</span> <span class="pl-c1">2</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>
    <span class="pl-k">catch</span> <span class="pl-kos">(</span><span class="pl-smi">Exception</span> <span class="pl-s1">ex</span><span class="pl-kos">)</span> <span class="pl-k">when</span> <span class="pl-kos">(</span><span class="pl-c1">!</span><span class="pl-kos">(</span><span class="pl-s1">ex</span> <span class="pl-k">is</span> <span class="pl-s1">OperationCanceledException</span><span class="pl-kos">)</span><span class="pl-kos">)</span> <span class="pl-c">// when (ex is not OperationCanceledException) at C# 9.0</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">return</span> <span class="pl-c1">-</span><span class="pl-c1">1</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">throws/catch <code>OperationCanceledException</code> is slightly heavy, so if performance is a concern, use <code>UniTask.SuppressCancellationThrow</code> to avoid OperationCanceledException throw. It returns <code>(bool IsCanceled, T Result)</code> instead of throwing.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="var (isCanceled, _) = await UniTask.DelayFrame(10, cancellationToken: cts.Token).SuppressCancellationThrow();
if (isCanceled)
{
    // ...
}"><pre><span class="pl-k">var</span> <span class="pl-kos">(</span><span class="pl-s1">isCanceled</span><span class="pl-kos">,</span> _<span class="pl-kos">)</span> <span class="pl-c1">=</span> <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">DelayFrame</span><span class="pl-kos">(</span><span class="pl-c1">10</span><span class="pl-kos">,</span> <span class="pl-s1">cancellationToken</span><span class="pl-c1">:</span> <span class="pl-s1">cts</span><span class="pl-kos">.</span><span class="pl-s1">Token</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">SuppressCancellationThrow</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-k">if</span> <span class="pl-kos">(</span><span class="pl-s1">isCanceled</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-c">// ...</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">Note: Only suppress throws if you call directly into the most source method. Otherwise, the return value will be converted, but the entire pipeline will not suppress throws.</p>
<p dir="auto">Some features that use Unity's player loop, such as <code>UniTask.Yield</code> and <code>UniTask.Delay</code> etc, determines CancellationToken state on the player loop.
This means it does not cancel immediately upon <code>CancellationToken</code> fired.</p>
<p dir="auto">If you want to change this behaviour, the cancellation to be immediate, set the <code>cancelImmediately</code> flag as an argument.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="await UniTask.Yield(cancellationToken, cancelImmediately: true);"><pre><span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-s1">cancellationToken</span><span class="pl-kos">,</span> <span class="pl-s1">cancelImmediately</span><span class="pl-c1">:</span> <span class="pl-c1">true</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto">Note: Setting <code>cancelImmediately</code> to true and detecting an immediate cancellation is more costly than the default behavior.
This is because it uses <code>CancellationToken.Register</code>; it is heavier than checking CancellationToken on the player loop.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">Timeout handling</h2><a id="user-content-timeout-handling" class="anchor" aria-label="Permalink: Timeout handling" href="#timeout-handling"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">Timeout is a variation of cancellation. You can set timeout by <code>CancellationTokenSouce.CancelAfterSlim(TimeSpan)</code> and pass CancellationToken to async methods.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="var cts = new CancellationTokenSource();
cts.CancelAfterSlim(TimeSpan.FromSeconds(5)); // 5sec timeout.

try
{
    await UnityWebRequest.Get(&quot;http://foo&quot;).SendWebRequest().WithCancellation(cts.Token);
}
catch (OperationCanceledException ex)
{
    if (ex.CancellationToken == cts.Token)
    {
        UnityEngine.Debug.Log(&quot;Timeout&quot;);
    }
}"><pre><span class="pl-k">var</span> <span class="pl-s1">cts</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">CancellationTokenSource</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-s1">cts</span><span class="pl-kos">.</span><span class="pl-en">CancelAfterSlim</span><span class="pl-kos">(</span><span class="pl-s1">TimeSpan</span><span class="pl-kos">.</span><span class="pl-en">FromSeconds</span><span class="pl-kos">(</span><span class="pl-c1">5</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-c">// 5sec timeout.</span>

<span class="pl-k">try</span>
<span class="pl-kos">{</span>
    <span class="pl-k">await</span> <span class="pl-s1">UnityWebRequest</span><span class="pl-kos">.</span><span class="pl-en">Get</span><span class="pl-kos">(</span><span class="pl-s">"http://foo"</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">SendWebRequest</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">WithCancellation</span><span class="pl-kos">(</span><span class="pl-s1">cts</span><span class="pl-kos">.</span><span class="pl-s1">Token</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span>
<span class="pl-k">catch</span> <span class="pl-kos">(</span><span class="pl-smi">OperationCanceledException</span> <span class="pl-s1">ex</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">if</span> <span class="pl-kos">(</span><span class="pl-s1">ex</span><span class="pl-kos">.</span><span class="pl-s1">CancellationToken</span> <span class="pl-c1">==</span> <span class="pl-s1">cts</span><span class="pl-kos">.</span><span class="pl-s1">Token</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-s1">UnityEngine</span><span class="pl-kos">.</span><span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s">"Timeout"</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span></pre></div>
<blockquote>
<p dir="auto"><code>CancellationTokenSouce.CancelAfter</code> is a standard api. However in Unity you should not use it because it depends threading timer. <code>CancelAfterSlim</code> is UniTask's extension methods, it uses PlayerLoop instead.</p>
</blockquote>
<p dir="auto">If you want to use timeout with other source of cancellation, use <code>CancellationTokenSource.CreateLinkedTokenSource</code>.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="var cancelToken = new CancellationTokenSource();
cancelButton.onClick.AddListener(() =&gt;
{
    cancelToken.Cancel(); // cancel from button click.
});

var timeoutToken = new CancellationTokenSource();
timeoutToken.CancelAfterSlim(TimeSpan.FromSeconds(5)); // 5sec timeout.

try
{
    // combine token
    var linkedTokenSource = CancellationTokenSource.CreateLinkedTokenSource(cancelToken.Token, timeoutToken.Token);

    await UnityWebRequest.Get(&quot;http://foo&quot;).SendWebRequest().WithCancellation(linkedTokenSource.Token);
}
catch (OperationCanceledException ex)
{
    if (timeoutToken.IsCancellationRequested)
    {
        UnityEngine.Debug.Log(&quot;Timeout.&quot;);
    }
    else if (cancelToken.IsCancellationRequested)
    {
        UnityEngine.Debug.Log(&quot;Cancel clicked.&quot;);
    }
}"><pre><span class="pl-k">var</span> <span class="pl-s1">cancelToken</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">CancellationTokenSource</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-s1">cancelButton</span><span class="pl-kos">.</span><span class="pl-s1">onClick</span><span class="pl-kos">.</span><span class="pl-en">AddListener</span><span class="pl-kos">(</span><span class="pl-kos">(</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span>
<span class="pl-kos">{</span>
    <span class="pl-s1">cancelToken</span><span class="pl-kos">.</span><span class="pl-en">Cancel</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-c">// cancel from button click.</span>
<span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

<span class="pl-k">var</span> <span class="pl-s1">timeoutToken</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">CancellationTokenSource</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-s1">timeoutToken</span><span class="pl-kos">.</span><span class="pl-en">CancelAfterSlim</span><span class="pl-kos">(</span><span class="pl-s1">TimeSpan</span><span class="pl-kos">.</span><span class="pl-en">FromSeconds</span><span class="pl-kos">(</span><span class="pl-c1">5</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-c">// 5sec timeout.</span>

<span class="pl-k">try</span>
<span class="pl-kos">{</span>
    <span class="pl-c">// combine token</span>
    <span class="pl-k">var</span> <span class="pl-s1">linkedTokenSource</span> <span class="pl-c1">=</span> <span class="pl-s1">CancellationTokenSource</span><span class="pl-kos">.</span><span class="pl-en">CreateLinkedTokenSource</span><span class="pl-kos">(</span><span class="pl-s1">cancelToken</span><span class="pl-kos">.</span><span class="pl-s1">Token</span><span class="pl-kos">,</span> <span class="pl-s1">timeoutToken</span><span class="pl-kos">.</span><span class="pl-s1">Token</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

    <span class="pl-k">await</span> <span class="pl-s1">UnityWebRequest</span><span class="pl-kos">.</span><span class="pl-en">Get</span><span class="pl-kos">(</span><span class="pl-s">"http://foo"</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">SendWebRequest</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">WithCancellation</span><span class="pl-kos">(</span><span class="pl-s1">linkedTokenSource</span><span class="pl-kos">.</span><span class="pl-s1">Token</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span>
<span class="pl-k">catch</span> <span class="pl-kos">(</span><span class="pl-smi">OperationCanceledException</span> <span class="pl-s1">ex</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">if</span> <span class="pl-kos">(</span><span class="pl-s1">timeoutToken</span><span class="pl-kos">.</span><span class="pl-s1">IsCancellationRequested</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-s1">UnityEngine</span><span class="pl-kos">.</span><span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s">"Timeout."</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>
    <span class="pl-k">else</span> <span class="pl-k">if</span> <span class="pl-kos">(</span><span class="pl-s1">cancelToken</span><span class="pl-kos">.</span><span class="pl-s1">IsCancellationRequested</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-s1">UnityEngine</span><span class="pl-kos">.</span><span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s">"Cancel clicked."</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">Optimize for reduce allocation of CancellationTokenSource for timeout per call async method, you can use UniTask's <code>TimeoutController</code>.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="TimeoutController timeoutController = new TimeoutController(); // setup to field for reuse.

async UniTask FooAsync()
{
    try
    {
        // you can pass timeoutController.Timeout(TimeSpan) to cancellationToken.
        await UnityWebRequest.Get(&quot;http://foo&quot;).SendWebRequest()
            .WithCancellation(timeoutController.Timeout(TimeSpan.FromSeconds(5)));
        timeoutController.Reset(); // call Reset(Stop timeout timer and ready for reuse) when succeed.
    }
    catch (OperationCanceledException ex)
    {
        if (timeoutController.IsTimeout())
        {
            UnityEngine.Debug.Log(&quot;timeout&quot;);
        }
    }
}"><pre><span class="pl-smi">TimeoutController</span> <span class="pl-s1">timeoutController</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">TimeoutController</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-c">// setup to field for reuse.</span>

<span class="pl-k">async</span> <span class="pl-smi">UniTask</span> <span class="pl-en">FooAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">try</span>
    <span class="pl-kos">{</span>
        <span class="pl-c">// you can pass timeoutController.Timeout(TimeSpan) to cancellationToken.</span>
        <span class="pl-k">await</span> <span class="pl-s1">UnityWebRequest</span><span class="pl-kos">.</span><span class="pl-en">Get</span><span class="pl-kos">(</span><span class="pl-s">"http://foo"</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">SendWebRequest</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
            <span class="pl-kos">.</span><span class="pl-en">WithCancellation</span><span class="pl-kos">(</span><span class="pl-s1">timeoutController</span><span class="pl-kos">.</span><span class="pl-en">Timeout</span><span class="pl-kos">(</span><span class="pl-s1">TimeSpan</span><span class="pl-kos">.</span><span class="pl-en">FromSeconds</span><span class="pl-kos">(</span><span class="pl-c1">5</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-s1">timeoutController</span><span class="pl-kos">.</span><span class="pl-en">Reset</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-c">// call Reset(Stop timeout timer and ready for reuse) when succeed.</span>
    <span class="pl-kos">}</span>
    <span class="pl-k">catch</span> <span class="pl-kos">(</span><span class="pl-smi">OperationCanceledException</span> <span class="pl-s1">ex</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">if</span> <span class="pl-kos">(</span><span class="pl-s1">timeoutController</span><span class="pl-kos">.</span><span class="pl-en">IsTimeout</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">)</span>
        <span class="pl-kos">{</span>
            <span class="pl-s1">UnityEngine</span><span class="pl-kos">.</span><span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s">"timeout"</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-kos">}</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">If you want to use timeout with other source of cancellation, use <code>new TimeoutController(CancellationToken)</code>.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="TimeoutController timeoutController;
CancellationTokenSource clickCancelSource;

void Start()
{
    this.clickCancelSource = new CancellationTokenSource();
    this.timeoutController = new TimeoutController(clickCancelSource);
}"><pre><span class="pl-smi">TimeoutController</span> <span class="pl-s1">timeoutController</span><span class="pl-kos">;</span>
<span class="pl-smi">CancellationTokenSource</span> <span class="pl-s1">clickCancelSource</span><span class="pl-kos">;</span>

<span class="pl-smi">void</span> <span class="pl-en">Start</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">this</span><span class="pl-kos">.</span><span class="pl-s1">clickCancelSource</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">CancellationTokenSource</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-k">this</span><span class="pl-kos">.</span><span class="pl-s1">timeoutController</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">TimeoutController</span><span class="pl-kos">(</span><span class="pl-s1">clickCancelSource</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">Note: UniTask has <code>.Timeout</code>, <code>.TimeoutWithoutException</code> methods however, if possible, do not use these, please pass <code>CancellationToken</code>. Because <code>.Timeout</code> work from external of task, can not stop timeoutted task. <code>.Timeout</code> means ignore result when timeout. If you pass a <code>CancellationToken</code> to the method, it will act from inside of the task, so it is possible to stop a running task.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">Progress</h2><a id="user-content-progress" class="anchor" aria-label="Permalink: Progress" href="#progress"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">Some async operations for unity have <code>ToUniTask(IProgress&lt;float&gt; progress = null, ...)</code> extension methods.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="var progress = Progress.Create&lt;float&gt;(x =&gt; Debug.Log(x));

var request = await UnityWebRequest.Get(&quot;http://google.co.jp&quot;)
    .SendWebRequest()
    .ToUniTask(progress: progress);"><pre><span class="pl-k">var</span> <span class="pl-s1">progress</span> <span class="pl-c1">=</span> <span class="pl-s1">Progress</span><span class="pl-kos">.</span><span class="pl-smi">Create</span><span class="pl-c1">&lt;</span><span class="pl-smi">float</span><span class="pl-c1">&gt;</span><span class="pl-kos">(</span>x <span class="pl-c1">=&gt;</span> <span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s1">x</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

<span class="pl-k">var</span> <span class="pl-s1">request</span> <span class="pl-c1">=</span> <span class="pl-k">await</span> <span class="pl-s1">UnityWebRequest</span><span class="pl-kos">.</span><span class="pl-en">Get</span><span class="pl-kos">(</span><span class="pl-s">"http://google.co.jp"</span><span class="pl-kos">)</span>
    <span class="pl-kos">.</span><span class="pl-en">SendWebRequest</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
    <span class="pl-kos">.</span><span class="pl-en">ToUniTask</span><span class="pl-kos">(</span><span class="pl-s1">progress</span><span class="pl-c1">:</span> <span class="pl-s1">progress</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto">You should not use standard <code>new System.Progress&lt;T&gt;</code>, because it causes allocation every time. Use <code>Cysharp.Threading.Tasks.Progress</code> instead. This progress factory has two methods, <code>Create</code> and <code>CreateOnlyValueChanged</code>. <code>CreateOnlyValueChanged</code> calls only when the progress value has changed.</p>
<p dir="auto">Implementing IProgress interface to caller is better as there is no lambda allocation.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="public class Foo : MonoBehaviour, IProgress&lt;float&gt;
{
    public void Report(float value)
    {
        UnityEngine.Debug.Log(value);
    }

    public async UniTaskVoid WebRequest()
    {
        var request = await UnityWebRequest.Get(&quot;http://google.co.jp&quot;)
            .SendWebRequest()
            .ToUniTask(progress: this); // pass this
    }
}"><pre><span class="pl-k">public</span> <span class="pl-k">class</span> <span class="pl-smi">Foo</span> <span class="pl-c1">:</span> <span class="pl-smi">MonoBehaviour</span><span class="pl-kos">,</span> <span class="pl-smi">IProgress</span><span class="pl-c1">&lt;</span><span class="pl-smi">float</span><span class="pl-c1">&gt;</span>
<span class="pl-kos">{</span>
    <span class="pl-k">public</span> <span class="pl-smi">void</span> <span class="pl-en">Report</span><span class="pl-kos">(</span><span class="pl-smi">float</span> <span class="pl-s1">value</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-s1">UnityEngine</span><span class="pl-kos">.</span><span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s1">value</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>

    <span class="pl-k">public</span> <span class="pl-k">async</span> <span class="pl-s1">UniTaskVoid</span> <span class="pl-en">WebRequest</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">var</span> <span class="pl-s1">request</span> <span class="pl-c1">=</span> <span class="pl-k">await</span> <span class="pl-s1">UnityWebRequest</span><span class="pl-kos">.</span><span class="pl-en">Get</span><span class="pl-kos">(</span><span class="pl-s">"http://google.co.jp"</span><span class="pl-kos">)</span>
            <span class="pl-kos">.</span><span class="pl-en">SendWebRequest</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
            <span class="pl-kos">.</span><span class="pl-en">ToUniTask</span><span class="pl-kos">(</span><span class="pl-s1">progress</span><span class="pl-c1">:</span> <span class="pl-k">this</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-c">// pass this</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span></pre></div>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">PlayerLoop</h2><a id="user-content-playerloop" class="anchor" aria-label="Permalink: PlayerLoop" href="#playerloop"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">UniTask is run on a custom <a href="https://docs.unity3d.com/ScriptReference/LowLevel.PlayerLoop.html" rel="nofollow">PlayerLoop</a>. UniTask's playerloop based methods (such as <code>Delay</code>, <code>DelayFrame</code>, <code>asyncOperation.ToUniTask</code>, etc...) accept this <code>PlayerLoopTiming</code>.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="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
    
#if UNITY_2020_2_OR_NEWER
    TimeUpdate = 14,
    LastTimeUpdate = 15,
#endif
}"><pre><span class="pl-k">public</span> <span class="pl-k">enum</span> <span class="pl-smi">PlayerLoopTiming</span>
<span class="pl-kos">{</span>
    <span class="pl-c1">Initialization</span> <span class="pl-c1">=</span> <span class="pl-c1">0</span><span class="pl-kos">,</span>
    <span class="pl-c1">LastInitialization</span> <span class="pl-c1">=</span> <span class="pl-c1">1</span><span class="pl-kos">,</span>

    <span class="pl-c1">EarlyUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">2</span><span class="pl-kos">,</span>
    <span class="pl-c1">LastEarlyUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">3</span><span class="pl-kos">,</span>

    <span class="pl-c1">FixedUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">4</span><span class="pl-kos">,</span>
    <span class="pl-c1">LastFixedUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">5</span><span class="pl-kos">,</span>

    <span class="pl-c1">PreUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">6</span><span class="pl-kos">,</span>
    <span class="pl-c1">LastPreUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">7</span><span class="pl-kos">,</span>

    <span class="pl-c1">Update</span> <span class="pl-c1">=</span> <span class="pl-c1">8</span><span class="pl-kos">,</span>
    <span class="pl-c1">LastUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">9</span><span class="pl-kos">,</span>

    <span class="pl-c1">PreLateUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">10</span><span class="pl-kos">,</span>
    <span class="pl-c1">LastPreLateUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">11</span><span class="pl-kos">,</span>

    <span class="pl-c1">PostLateUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">12</span><span class="pl-kos">,</span>
    <span class="pl-c1">LastPostLateUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">13</span>
    
#if <span class="pl-s1">UNITY_2020_2_OR_NEWER</span>
    <span class="pl-s1">TimeUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">14</span><span class="pl-kos">,</span>
    <span class="pl-c1">LastTimeUpdate</span> <span class="pl-c1">=</span> <span class="pl-c1">15</span><span class="pl-kos">,</span>
#endif
<span class="pl-kos">}</span></pre></div>
<p dir="auto">It indicates when to run, you can check <a href="https://gist.github.com/neuecc/bc3a1cfd4d74501ad057e49efcd7bdae">PlayerLoopList.md</a> to Unity's default playerloop and injected UniTask's custom loop.</p>
<p dir="auto"><code>PlayerLoopTiming.Update</code> is similar to <code>yield return null</code> in a coroutine, but it is called before Update(Update and uGUI events(button.onClick, etc...) are called on <code>ScriptRunBehaviourUpdate</code>, yield return null is called on <code>ScriptRunDelayedDynamicFrameRate</code>). <code>PlayerLoopTiming.FixedUpdate</code> is similar to <code>WaitForFixedUpdate</code>.</p>
<blockquote>
<p dir="auto"><code>PlayerLoopTiming.LastPostLateUpdate</code> is not equivalent to coroutine's <code>yield return new WaitForEndOfFrame()</code>. Coroutine's WaitForEndOfFrame seems to run after the PlayerLoop is done. Some methods that require coroutine's end of frame(<code>Texture2D.ReadPixels</code>, <code>ScreenCapture.CaptureScreenshotAsTexture</code>, <code>CommandBuffer</code>, etc) do not work correctly when replaced with async/await. In these cases, pass MonoBehaviour(coroutine runnner) to <code>UniTask.WaitForEndOfFrame</code>. For example, <code>await UniTask.WaitForEndOfFrame(this);</code> is lightweight allocation free alternative of <code>yield return new WaitForEndOfFrame()</code>.</p>
<p dir="auto">Note: In Unity 2023.1 or newer, <code>await UniTask.WaitForEndOfFrame();</code> no longer requires MonoBehaviour. It uses <code>UnityEngine.Awaitable.EndOfFrameAsync</code>.</p>
</blockquote>
<p dir="auto"><code>yield return null</code> and <code>UniTask.Yield</code> are similar but different. <code>yield return null</code> always returns next frame but <code>UniTask.Yield</code> returns next called. That is, call <code>UniTask.Yield(PlayerLoopTiming.Update)</code> on <code>PreUpdate</code>, it returns same frame. <code>UniTask.NextFrame()</code> guarantees return next frame, you can expect this to behave exactly the same as <code>yield return null</code>.</p>
<blockquote>
<p dir="auto">UniTask.Yield(without CancellationToken) is a special type, returns <code>YieldAwaitable</code> and runs on YieldRunner. It is the most lightweight and fastest.</p>
</blockquote>
<p dir="auto"><code>AsyncOperation</code> is returned from native timing. For example, await <code>SceneManager.LoadSceneAsync</code> is returned from <code>EarlyUpdate.UpdatePreloading</code> and after being called, the loaded scene's <code>Start</code> is called from <code>EarlyUpdate.ScriptRunDelayedStartupFrame</code>. Also <code>await UnityWebRequest</code> is returned from <code>EarlyUpdate.ExecuteMainThreadJobs</code>.</p>
<p dir="auto">In UniTask, await directly uses native timing, while <code>WithCancellation</code> and <code>ToUniTask</code> use specified timing. This is usually not a particular problem, but with <code>LoadSceneAsync</code>, it causes a different order of Start and continuation after await. So it is recommended not to use <code>LoadSceneAsync.ToUniTask</code>.</p>
<blockquote>
<p dir="auto">Note: When using Unity 2023.1 or newer, ensure you have <code>using UnityEngine;</code> in the using statements of your file when working with new <code>UnityEngine.Awaitable</code> methods like <code>SceneManager.LoadSceneAsync</code>.
This prevents compilation errors by avoiding the use of the <code>UnityEngine.AsyncOperation</code> version.</p>
</blockquote>
<p dir="auto">In the stacktrace, you can check where it is running in playerloop.</p>
<p dir="auto"><a target="_blank" rel="noopener noreferrer nofollow" href="https://user-images.githubusercontent.com/46207/83735571-83caea80-a68b-11ea-8d22-5e22864f0d24.png"><img src="https://user-images.githubusercontent.com/46207/83735571-83caea80-a68b-11ea-8d22-5e22864f0d24.png" alt="image" style="max-width: 100%;"></a></p>
<p dir="auto">By default, UniTask's PlayerLoop is initialized at <code>[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]</code>.</p>
<p dir="auto">The order in which methods are called in BeforeSceneLoad is nondeterministic, so if you want to use UniTask in other BeforeSceneLoad methods, you should try to initialize it before this.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="// AfterAssembliesLoaded is called before BeforeSceneLoad
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
public static void InitUniTaskLoop()
{
    var loop = PlayerLoop.GetCurrentPlayerLoop();
    Cysharp.Threading.Tasks.PlayerLoopHelper.Initialize(ref loop);
}"><pre><span class="pl-c">// AfterAssembliesLoaded is called before BeforeSceneLoad</span>
<span class="pl-kos">[</span><span class="pl-c1">RuntimeInitializeOnLoadMethod</span><span class="pl-kos">(</span><span class="pl-s1">RuntimeInitializeLoadType</span><span class="pl-kos">.</span><span class="pl-s1">AfterAssembliesLoaded</span><span class="pl-kos">)</span><span class="pl-kos">]</span>
<span class="pl-k">public</span> <span class="pl-k"><span class="pl-k">static</span></span> <span class="pl-smi">void</span> <span class="pl-en">InitUniTaskLoop</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">var</span> <span class="pl-s1">loop</span> <span class="pl-c1">=</span> <span class="pl-s1">PlayerLoop</span><span class="pl-kos">.</span><span class="pl-en">GetCurrentPlayerLoop</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-s1">Cysharp</span><span class="pl-kos">.</span><span class="pl-s1">Threading</span><span class="pl-kos">.</span><span class="pl-s1">Tasks</span><span class="pl-kos">.</span><span class="pl-s1">PlayerLoopHelper</span><span class="pl-kos">.</span><span class="pl-en">Initialize</span><span class="pl-kos">(</span><span class="pl-k">ref</span> <span class="pl-s1">loop</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">If you import Unity's <code>Entities</code> package, that resets the custom player loop to default at <code>BeforeSceneLoad</code> and injects ECS's loop. When Unity calls ECS's inject method after UniTask's initialize method, UniTask will no longer work.</p>
<p dir="auto">To solve this issue, you can re-initialize the UniTask PlayerLoop after ECS is initialized.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="// Get ECS Loop.
var playerLoop = ScriptBehaviourUpdateOrder.CurrentPlayerLoop;

// Setup UniTask's PlayerLoop.
PlayerLoopHelper.Initialize(ref playerLoop);"><pre><span class="pl-c">// Get ECS Loop.</span>
<span class="pl-k">var</span> <span class="pl-s1">playerLoop</span> <span class="pl-c1">=</span> <span class="pl-s1">ScriptBehaviourUpdateOrder</span><span class="pl-kos">.</span><span class="pl-s1">CurrentPlayerLoop</span><span class="pl-kos">;</span>

<span class="pl-c">// Setup UniTask's PlayerLoop.</span>
<span class="pl-s1">PlayerLoopHelper</span><span class="pl-kos">.</span><span class="pl-en">Initialize</span><span class="pl-kos">(</span><span class="pl-k">ref</span> <span class="pl-s1">playerLoop</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto">You can diagnose whether UniTask's player loop is ready by calling <code>PlayerLoopHelper.IsInjectedUniTaskPlayerLoop()</code>. And also <code>PlayerLoopHelper.DumpCurrentPlayerLoop</code> logs all current playerloops to console.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="void Start()
{
    UnityEngine.Debug.Log(&quot;UniTaskPlayerLoop ready? &quot; + PlayerLoopHelper.IsInjectedUniTaskPlayerLoop());
    PlayerLoopHelper.DumpCurrentPlayerLoop();
}"><pre><span class="pl-smi">void</span> <span class="pl-en">Start</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-s1">UnityEngine</span><span class="pl-kos">.</span><span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s">"UniTaskPlayerLoop ready? "</span> <span class="pl-c1">+</span> <span class="pl-s1">PlayerLoopHelper</span><span class="pl-kos">.</span><span class="pl-en">IsInjectedUniTaskPlayerLoop</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-s1">PlayerLoopHelper</span><span class="pl-kos">.</span><span class="pl-en">DumpCurrentPlayerLoop</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">You can optimize loop cost slightly by remove unuse PlayerLoopTiming injection. You can call <code>PlayerLoopHelper.Initialize(InjectPlayerLoopTimings)</code> on initialize.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="var loop = PlayerLoop.GetCurrentPlayerLoop();
PlayerLoopHelper.Initialize(ref loop, InjectPlayerLoopTimings.Minimum); // minimum is Update | FixedUpdate | LastPostLateUpdate"><pre><span class="pl-k">var</span> <span class="pl-s1">loop</span> <span class="pl-c1">=</span> <span class="pl-s1">PlayerLoop</span><span class="pl-kos">.</span><span class="pl-en">GetCurrentPlayerLoop</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-s1">PlayerLoopHelper</span><span class="pl-kos">.</span><span class="pl-en">Initialize</span><span class="pl-kos">(</span><span class="pl-k">ref</span> <span class="pl-s1">loop</span><span class="pl-kos">,</span> <span class="pl-s1">InjectPlayerLoopTimings</span><span class="pl-kos">.</span><span class="pl-s1">Minimum</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-c">// minimum is Update | FixedUpdate | LastPostLateUpdate</span></pre></div>
<p dir="auto"><code>InjectPlayerLoopTimings</code> has three preset, <code>All</code> and <code>Standard</code>(All without last except LastPostLateUpdate), <code>Minimum</code>(<code>Update | FixedUpdate | LastPostLateUpdate</code>). Default is All and you can combine custom inject timings like <code>InjectPlayerLoopTimings.Update | InjectPlayerLoopTimings.FixedUpdate | InjectPlayerLoopTimings.PreLateUpdate</code>.</p>
<p dir="auto">You can make error to use uninjected <code>PlayerLoopTiming</code> by <a href="https://github.com/dotnet/roslyn-analyzers/blob/master/src/Microsoft.CodeAnalysis.BannedApiAnalyzers/BannedApiAnalyzers.Help.md">Microsoft.CodeAnalysis.BannedApiAnalyzers</a>. For example, you can setup <code>BannedSymbols.txt</code> like this for <code>InjectPlayerLoopTimings.Minimum</code>.</p>
<div class="highlight highlight-text-adblock notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="F:Cysharp.Threading.Tasks.PlayerLoopTiming.Initialization; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastInitialization; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.EarlyUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastEarlyUpdate; Isn't injected this PlayerLoop in this project.d
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastFixedUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.PreUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastPreUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.PreLateUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastPreLateUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.PostLateUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.TimeUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastTimeUpdate; Isn't injected this PlayerLoop in this project."><pre>F:Cysharp.Threading.Tasks.PlayerLoopTiming.Initialization; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastInitialization; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.EarlyUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastEarlyUpdate; Isn't injected this PlayerLoop in this project.d
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastFixedUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.PreUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastPreUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.PreLateUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastPreLateUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.PostLateUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.TimeUpdate; Isn't injected this PlayerLoop in this project.
F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastTimeUpdate; Isn't injected this PlayerLoop in this project.</pre></div>
<p dir="auto">You can configure <code>RS0030</code> severity to error.</p>
<p dir="auto"><a target="_blank" rel="noopener noreferrer nofollow" href="https://user-images.githubusercontent.com/46207/109150837-bb933880-77ac-11eb-85ba-4fd15819dbd0.png"><img src="https://user-images.githubusercontent.com/46207/109150837-bb933880-77ac-11eb-85ba-4fd15819dbd0.png" alt="image" style="max-width: 100%;"></a></p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">async void vs async UniTaskVoid</h2><a id="user-content-async-void-vs-async-unitaskvoid" class="anchor" aria-label="Permalink: async void vs async UniTaskVoid" href="#async-void-vs-async-unitaskvoid"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto"><code>async void</code> is a standard C# task system so it does not run on UniTask systems. It is better not to use it. <code>async UniTaskVoid</code> is a lightweight version of <code>async UniTask</code> because it does not have awaitable completion and reports errors immediately to <code>UniTaskScheduler.UnobservedTaskException</code>. If you don't require awaiting (fire and forget), using <code>UniTaskVoid</code> is better. Unfortunately to dismiss warning, you're required to call <code>Forget()</code>.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="public async UniTaskVoid FireAndForgetMethod()
{
    // do anything...
    await UniTask.Yield();
}

public void Caller()
{
    FireAndForgetMethod().Forget();
}"><pre><span class="pl-k">public</span> <span class="pl-k">async</span> <span class="pl-smi">UniTaskVoid</span> <span class="pl-en">FireAndForgetMethod</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-c">// do anything...</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span>

<span class="pl-k">public</span> <span class="pl-smi">void</span> <span class="pl-en">Caller</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-s1">FireAndForgetMethod</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">Forget</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">Also UniTask has the <code>Forget</code> method, it is similar to <code>UniTaskVoid</code> and has the same effects. However <code>UniTaskVoid</code> is more efficient if you completely don't use <code>await</code>。</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="public async UniTask DoAsync()
{
    // do anything...
    await UniTask.Yield();
}

public void Caller()
{
    DoAsync().Forget();
}"><pre><span class="pl-k">public</span> <span class="pl-k">async</span> <span class="pl-smi">UniTask</span> <span class="pl-en">DoAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-c">// do anything...</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span>

<span class="pl-k">public</span> <span class="pl-smi">void</span> <span class="pl-en">Caller</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-s1">DoAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">Forget</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">To use an async lambda registered to an event, don't use <code>async void</code>. Instead you can use <code>UniTask.Action</code> or <code>UniTask.UnityAction</code>, both of which create a delegate via <code>async UniTaskVoid</code> lambda.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="Action actEvent;
UnityAction unityEvent; // especially used in uGUI

// Bad: async void
actEvent += async () =&gt; { };
unityEvent += async () =&gt; { };

// Ok: create Action delegate by lambda
actEvent += UniTask.Action(async () =&gt; { await UniTask.Yield(); });
unityEvent += UniTask.UnityAction(async () =&gt; { await UniTask.Yield(); });"><pre><span class="pl-smi">Action</span> <span class="pl-s1">actEvent</span><span class="pl-kos">;</span>
<span class="pl-smi">UnityAction</span> <span class="pl-s1">unityEvent</span><span class="pl-kos">;</span> <span class="pl-c">// especially used in uGUI</span>

<span class="pl-c">// Bad: async void</span>
<span class="pl-s1">actEvent</span> <span class="pl-c1">+=</span> <span class="pl-k">async</span> <span class="pl-kos">(</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span> <span class="pl-kos">{</span> <span class="pl-kos">}</span><span class="pl-kos">;</span>
<span class="pl-s1">unityEvent</span> <span class="pl-c1">+=</span> <span class="pl-k">async</span> <span class="pl-kos">(</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span> <span class="pl-kos">{</span> <span class="pl-kos">}</span><span class="pl-kos">;</span>

<span class="pl-c">// Ok: create Action delegate by lambda</span>
<span class="pl-s1">actEvent</span> <span class="pl-c1">+=</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Action</span><span class="pl-kos">(</span><span class="pl-k">async</span> <span class="pl-kos">(</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span> <span class="pl-kos">{</span> <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-s1">unityEvent</span> <span class="pl-c1">+=</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">UnityAction</span><span class="pl-kos">(</span><span class="pl-k">async</span> <span class="pl-kos">(</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span> <span class="pl-kos">{</span> <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto"><code>UniTaskVoid</code> can also be used in MonoBehaviour's <code>Start</code> method.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="class Sample : MonoBehaviour
{
    async UniTaskVoid Start()
    {
        // async init code.
    }
}"><pre><span class="pl-k">class</span> <span class="pl-smi">Sample</span> <span class="pl-c1">:</span> <span class="pl-smi">MonoBehaviour</span>
<span class="pl-kos">{</span>
    <span class="pl-k">async</span> <span class="pl-s1">UniTaskVoid</span> <span class="pl-en">Start</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-c">// async init code.</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span></pre></div>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">UniTaskTracker</h2><a id="user-content-unitasktracker" class="anchor" aria-label="Permalink: UniTaskTracker" href="#unitasktracker"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">useful for checking (leaked) UniTasks. You can open tracker window in <code>Window -&gt; UniTask Tracker</code>.</p>
<p dir="auto"><a target="_blank" rel="noopener noreferrer nofollow" href="https://user-images.githubusercontent.com/46207/83527073-4434bf00-a522-11ea-86e9-3b3975b26266.png"><img src="https://user-images.githubusercontent.com/46207/83527073-4434bf00-a522-11ea-86e9-3b3975b26266.png" alt="image" style="max-width: 100%;"></a></p>
<ul dir="auto">
<li>Enable AutoReload(Toggle) - Reload automatically.</li>
<li>Reload - Reload view.</li>
<li>GC.Collect - Invoke GC.Collect.</li>
<li>Enable Tracking(Toggle) - Start to track async/await UniTask. Performance impact: low.</li>
<li>Enable StackTrace(Toggle) - Capture StackTrace when task is started. Performance impact: high.</li>
</ul>
<p dir="auto">UniTaskTracker is intended for debugging use only as enabling tracking and capturing stacktraces is useful but has a heavy performance impact. Recommended usage is to enable both tracking and stacktraces to find task leaks and to disable them both when done.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">External Assets</h2><a id="user-content-external-assets" class="anchor" aria-label="Permalink: External Assets" href="#external-assets"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">By default, UniTask supports TextMeshPro(<code>BindTo(TMP_Text)</code> and <code>TMP_InputField</code> event extensions like standard uGUI <code>InputField</code>), DOTween(<code>Tween</code> as awaitable) and Addressables(<code>AsyncOperationHandle</code> and <code>AsyncOperationHandle&lt;T&gt;</code> as awaitable).</p>
<p dir="auto">There are defined in separated asmdefs like <code>UniTask.TextMeshPro</code>, <code>UniTask.DOTween</code>, <code>UniTask.Addressables</code>.</p>
<p dir="auto">TextMeshPro and Addressables support are automatically enabled when importing their packages from package manager.
However for DOTween support, after importing from the <a href="https://assetstore.unity.com/packages/tools/animation/dotween-hotween-v2-27676r" rel="nofollow">DOTWeen assets</a> and define the scripting define symbol <code>UNITASK_DOTWEEN_SUPPORT</code> to enable it.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="// 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));"><pre><span class="pl-c">// sequential</span>
<span class="pl-k">await</span> <span class="pl-s1">transform</span><span class="pl-kos">.</span><span class="pl-en">DOMoveX</span><span class="pl-kos">(</span><span class="pl-c1">2</span><span class="pl-kos">,</span> <span class="pl-c1">10</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-k">await</span> <span class="pl-s1">transform</span><span class="pl-kos">.</span><span class="pl-en">DOMoveZ</span><span class="pl-kos">(</span><span class="pl-c1">5</span><span class="pl-kos">,</span> <span class="pl-c1">20</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

<span class="pl-c">// parallel with cancellation</span>
<span class="pl-k">var</span> <span class="pl-s1">ct</span> <span class="pl-c1">=</span> <span class="pl-k">this</span><span class="pl-kos">.</span><span class="pl-en">GetCancellationTokenOnDestroy</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

<span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">WhenAll</span><span class="pl-kos">(</span>
    <span class="pl-s1">transform</span><span class="pl-kos">.</span><span class="pl-en">DOMoveX</span><span class="pl-kos">(</span><span class="pl-c1">10</span><span class="pl-kos">,</span> <span class="pl-c1">3</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">WithCancellation</span><span class="pl-kos">(</span><span class="pl-s1">ct</span><span class="pl-kos">)</span><span class="pl-kos">,</span>
    <span class="pl-s1">transform</span><span class="pl-kos">.</span><span class="pl-en">DOScale</span><span class="pl-kos">(</span><span class="pl-c1">10</span><span class="pl-kos">,</span> <span class="pl-c1">3</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">WithCancellation</span><span class="pl-kos">(</span><span class="pl-s1">ct</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto">DOTween support's default behaviour(<code>await</code>, <code>WithCancellation</code>, <code>ToUniTask</code>) awaits tween is killed. It works on both Complete(true/false) and Kill(true/false). But if you want to reuse tweens (<code>SetAutoKill(false)</code>), it does not work as expected. If you want to await for another timing, the following extension methods exist in Tween, <code>AwaitForComplete</code>, <code>AwaitForPause</code>, <code>AwaitForPlay</code>, <code>AwaitForRewind</code>, <code>AwaitForStepComplete</code>.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">AsyncEnumerable and Async LINQ</h2><a id="user-content-asyncenumerable-and-async-linq" class="anchor" aria-label="Permalink: AsyncEnumerable and Async LINQ" href="#asyncenumerable-and-async-linq"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">Unity 2020.2 supports C# 8.0 so you can use <code>await foreach</code>. This is the new Update notation in the async era.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="// Unity 2020.2, C# 8.0
await foreach (var _ in UniTaskAsyncEnumerable.EveryUpdate().WithCancellation(token))
{
    Debug.Log(&quot;Update() &quot; + Time.frameCount);
}"><pre><span class="pl-c">// Unity 2020.2, C# 8.0</span>
<span class="pl-k">await</span> <span class="pl-k">foreach</span> <span class="pl-kos">(</span><span class="pl-k">var</span> <span class="pl-s1">_</span> <span class="pl-k">in</span> <span class="pl-s1">UniTaskAsyncEnumerable</span><span class="pl-kos">.</span><span class="pl-en">EveryUpdate</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">WithCancellation</span><span class="pl-kos">(</span><span class="pl-s1">token</span><span class="pl-kos">)</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s">"Update() "</span> <span class="pl-c1">+</span> <span class="pl-s1">Time</span><span class="pl-kos">.</span><span class="pl-s1">frameCount</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">In a C# 7.3 environment, you can use the <code>ForEachAsync</code> method to work in almost the same way.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="// C# 7.3(Unity 2018.3~)
await UniTaskAsyncEnumerable.EveryUpdate().ForEachAsync(_ =&gt;
{
    Debug.Log(&quot;Update() &quot; + Time.frameCount);
}, token);"><pre><span class="pl-c">// C# 7.3(Unity 2018.3~)</span>
<span class="pl-k">await</span> <span class="pl-s1">UniTaskAsyncEnumerable</span><span class="pl-kos">.</span><span class="pl-en">EveryUpdate</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">ForEachAsync</span><span class="pl-kos">(</span>_ <span class="pl-c1">=&gt;</span>
<span class="pl-kos">{</span>
    <span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s">"Update() "</span> <span class="pl-c1">+</span> <span class="pl-s1">Time</span><span class="pl-kos">.</span><span class="pl-s1">frameCount</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span><span class="pl-kos">,</span> <span class="pl-s1">token</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto"><code>UniTask.WhenEach</code> that is similar to .NET 9's <code>Task.WhenEach</code> can consume new way for await multiple tasks.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="await foreach (var result in UniTask.WhenEach(task1, task2, task3))
{
    // The result is of type WhenEachResult&lt;T&gt;.
    // It contains either `T Result` or `Exception Exception`.
    // You can check `IsCompletedSuccessfully` or `IsFaulted` to determine whether to access `.Result` or `.Exception`.
    // If you want to throw an exception when `IsFaulted` and retrieve the result when successful, use `GetResult()`.
    Debug.Log(result.GetResult());
}"><pre><span class="pl-k">await</span> <span class="pl-k">foreach</span> <span class="pl-kos">(</span><span class="pl-k">var</span> <span class="pl-s1">result</span> <span class="pl-k">in</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">WhenEach</span><span class="pl-kos">(</span><span class="pl-s1">task1</span><span class="pl-kos">,</span> <span class="pl-s1">task2</span><span class="pl-kos">,</span> <span class="pl-s1">task3</span><span class="pl-kos">)</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-c">// The result is of type WhenEachResult&lt;T&gt;.</span>
    <span class="pl-c">// It contains either `T Result` or `Exception Exception`.</span>
    <span class="pl-c">// You can check `IsCompletedSuccessfully` or `IsFaulted` to determine whether to access `.Result` or `.Exception`.</span>
    <span class="pl-c">// If you want to throw an exception when `IsFaulted` and retrieve the result when successful, use `GetResult()`.</span>
    <span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s1">result</span><span class="pl-kos">.</span><span class="pl-en">GetResult</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">UniTaskAsyncEnumerable implements asynchronous LINQ, similar to LINQ in <code>IEnumerable&lt;T&gt;</code> or Rx in <code>IObservable&lt;T&gt;</code>. 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.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="await okButton.OnClickAsAsyncEnumerable().Where((x, i) =&gt; i % 2 == 0).ForEachAsync(_ =&gt;
{
});"><pre><span class="pl-k">await</span> <span class="pl-s1">okButton</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsAsyncEnumerable</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">Where</span><span class="pl-kos">(</span><span class="pl-kos">(</span><span class="pl-s1">x</span><span class="pl-kos">,</span> <span class="pl-s1">i</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span> <span class="pl-s1">i</span> <span class="pl-c1">%</span> <span class="pl-c1">2</span> <span class="pl-c1">==</span> <span class="pl-c1">0</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">ForEachAsync</span><span class="pl-kos">(</span>_ <span class="pl-c1">=&gt;</span>
<span class="pl-kos">{</span>
<span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto">Fire and Forget style(for example, event handling), you can also use <code>Subscribe</code>.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="okButton.OnClickAsAsyncEnumerable().Where((x, i) =&gt; i % 2 == 0).Subscribe(_ =&gt;
{
});"><pre><span class="pl-s1">okButton</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsAsyncEnumerable</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">Where</span><span class="pl-kos">(</span><span class="pl-kos">(</span><span class="pl-s1">x</span><span class="pl-kos">,</span> <span class="pl-s1">i</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span> <span class="pl-s1">i</span> <span class="pl-c1">%</span> <span class="pl-c1">2</span> <span class="pl-c1">==</span> <span class="pl-c1">0</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">Subscribe</span><span class="pl-kos">(</span>_ <span class="pl-c1">=&gt;</span>
<span class="pl-kos">{</span>
<span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto">Async LINQ is enabled when <code>using Cysharp.Threading.Tasks.Linq;</code>, and <code>UniTaskAsyncEnumerable</code> is defined in <code>UniTask.Linq</code> asmdef.</p>
<p dir="auto">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.</p>
<p dir="auto"><code>UniTaskAsyncEnumerable</code> is the entry point like <code>Enumerable</code>. In addition to the standard query operators, there are other generators for Unity such as <code>EveryUpdate</code>, <code>Timer</code>, <code>TimerFrame</code>, <code>Interval</code>, <code>IntervalFrame</code>, and <code>EveryValueChanged</code>. And also added additional UniTask original query operators like <code>Append</code>, <code>Prepend</code>, <code>DistinctUntilChanged</code>, <code>ToHashSet</code>, <code>Buffer</code>, <code>CombineLatest</code>,<code>Merge</code> <code>Do</code>, <code>Never</code>, <code>ForEachAsync</code>, <code>Pairwise</code>, <code>Publish</code>, <code>Queue</code>, <code>Return</code>, <code>SkipUntil</code>, <code>TakeUntil</code>, <code>SkipUntilCanceled</code>, <code>TakeUntilCanceled</code>, <code>TakeLast</code>, <code>Subscribe</code>.</p>
<p dir="auto">The method with Func as an argument has three additional overloads, <code>***Await</code>, <code>***AwaitWithCancellation</code>.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="Select(Func&lt;T, TR&gt; selector)
SelectAwait(Func&lt;T, UniTask&lt;TR&gt;&gt; selector)
SelectAwaitWithCancellation(Func&lt;T, CancellationToken, UniTask&lt;TR&gt;&gt; selector)"><pre><span class="pl-s1">Select</span><span class="pl-kos">(</span><span class="pl-smi">Func</span><span class="pl-c1">&lt;</span><span class="pl-smi">T</span><span class="pl-kos">,</span> <span class="pl-smi">TR</span><span class="pl-c1">&gt;</span> <span class="pl-s1">selector</span><span class="pl-kos">)</span>
SelectAwait<span class="pl-kos">(</span><span class="pl-smi">Func</span><span class="pl-c1">&lt;</span><span class="pl-smi">T</span><span class="pl-kos">,</span> <span class="pl-smi">UniTask</span><span class="pl-c1">&lt;</span><span class="pl-smi">TR</span><span class="pl-c1">&gt;</span><span class="pl-c1">&gt;</span> <span class="pl-s1">selector</span><span class="pl-kos">)</span>
SelectAwaitWithCancellation<span class="pl-kos">(</span><span class="pl-smi">Func</span><span class="pl-c1">&lt;</span><span class="pl-smi">T</span><span class="pl-kos">,</span> <span class="pl-smi">CancellationToken</span><span class="pl-kos">,</span> <span class="pl-smi">UniTask</span><span class="pl-c1">&lt;</span><span class="pl-smi">TR</span><span class="pl-c1">&gt;</span><span class="pl-c1">&gt;</span> <span class="pl-s1">selector</span><span class="pl-kos">)</span><span class="pl-kos"></span></pre></div>
<p dir="auto">If you want to use the <code>async</code> method inside the func, use the <code>***Await</code> or <code>***AwaitWithCancellation</code>.</p>
<p dir="auto">How to create an async iterator: C# 8.0 supports async iterator(<code>async yield return</code>) but it only allows <code>IAsyncEnumerable&lt;T&gt;</code> and of course requires C# 8.0. UniTask supports <code>UniTaskAsyncEnumerable.Create</code> method to create custom async iterator.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="// IAsyncEnumerable, C# 8.0 version of async iterator. ( do not use this style, IAsyncEnumerable is not controled in UniTask).
public async IAsyncEnumerable&lt;int&gt; 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&lt;int&gt; MyEveryUpdate()
{
    // writer(IAsyncWriter&lt;T&gt;) has `YieldAsync(value)` method.
    return UniTaskAsyncEnumerable.Create&lt;int&gt;(async (writer, token) =&gt;
    {
        var frameCount = 0;
        await UniTask.Yield();
        while (!token.IsCancellationRequested)
        {
            await writer.YieldAsync(frameCount++); // instead of `yield return`
            await UniTask.Yield();
        }
    });
}"><pre><span class="pl-c">// IAsyncEnumerable, C# 8.0 version of async iterator. ( do not use this style, IAsyncEnumerable is not controled in UniTask).</span>
<span class="pl-k">public</span> <span class="pl-k">async</span> <span class="pl-smi">IAsyncEnumerable</span><span class="pl-c1">&lt;</span><span class="pl-smi">int</span><span class="pl-c1">&gt;</span> <span class="pl-en">MyEveryUpdate</span><span class="pl-kos">(</span><span class="pl-kos">[</span><span class="pl-c1">EnumeratorCancellation</span><span class="pl-kos">]</span><span class="pl-smi">CancellationToken</span> <span class="pl-s1">cancelationToken</span> <span class="pl-c1">=</span> <span class="pl-k">default</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">var</span> <span class="pl-s1">frameCount</span> <span class="pl-c1">=</span> <span class="pl-c1">0</span><span class="pl-kos">;</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-k">while</span> <span class="pl-kos">(</span><span class="pl-c1">!</span><span class="pl-s1">token</span><span class="pl-kos">.</span><span class="pl-s1">IsCancellationRequested</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">yield</span> <span class="pl-k">return</span> <span class="pl-s1">frameCount</span><span class="pl-c1">++</span><span class="pl-kos">;</span>
        <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span>

<span class="pl-c">// UniTaskAsyncEnumerable.Create and use `await writer.YieldAsync` instead of `yield return`.</span>
<span class="pl-k">public</span> <span class="pl-smi">IUniTaskAsyncEnumerable</span><span class="pl-c1">&lt;</span><span class="pl-smi">int</span><span class="pl-c1">&gt;</span> <span class="pl-en">MyEveryUpdate</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-c">// writer(IAsyncWriter&lt;T&gt;) has `YieldAsync(value)` method.</span>
    <span class="pl-k">return</span> <span class="pl-s1">UniTaskAsyncEnumerable</span><span class="pl-kos">.</span><span class="pl-smi">Create</span><span class="pl-c1">&lt;</span><span class="pl-smi">int</span><span class="pl-c1">&gt;</span><span class="pl-kos">(</span><span class="pl-k">async</span> <span class="pl-kos">(</span><span class="pl-s1">writer</span><span class="pl-kos">,</span> <span class="pl-s1">token</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">var</span> <span class="pl-s1">frameCount</span> <span class="pl-c1">=</span> <span class="pl-c1">0</span><span class="pl-kos">;</span>
        <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-k">while</span> <span class="pl-kos">(</span><span class="pl-c1">!</span><span class="pl-s1">token</span><span class="pl-kos">.</span><span class="pl-s1">IsCancellationRequested</span><span class="pl-kos">)</span>
        <span class="pl-kos">{</span>
            <span class="pl-k">await</span> <span class="pl-s1">writer</span><span class="pl-kos">.</span><span class="pl-en">YieldAsync</span><span class="pl-kos">(</span><span class="pl-s1">frameCount</span><span class="pl-c1">++</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-c">// instead of `yield return`</span>
            <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-kos">}</span>
    <span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">Awaitable Events</h2><a id="user-content-awaitable-events" class="anchor" aria-label="Permalink: Awaitable Events" href="#awaitable-events"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">All uGUI component implements <code>***AsAsyncEnumerable</code> to convert asynchronous streams of events.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="async UniTask TripleClick()
{
    // In default, used button.GetCancellationTokenOnDestroy to manage lieftime of async
    await button.OnClickAsync();
    await button.OnClickAsync();
    await button.OnClickAsync();
    Debug.Log(&quot;Three times clicked&quot;);
}

// more efficient way
async UniTask TripleClick()
{
    using (var handler = button.GetAsyncClickEventHandler())
    {
        await handler.OnClickAsync();
        await handler.OnClickAsync();
        await handler.OnClickAsync();
        Debug.Log(&quot;Three times clicked&quot;);
    }
}

// use async LINQ
async UniTask TripleClick(CancellationToken token)
{
    await button.OnClickAsAsyncEnumerable().Take(3).Last();
    Debug.Log(&quot;Three times clicked&quot;);
}

// use async LINQ2
async UniTask TripleClick(CancellationToken token)
{
    await button.OnClickAsAsyncEnumerable().Take(3).ForEachAsync(_ =&gt;
    {
        Debug.Log(&quot;Every clicked&quot;);
    });
    Debug.Log(&quot;Three times clicked, complete.&quot;);
}"><pre><span class="pl-k">async</span> <span class="pl-smi">UniTask</span> <span class="pl-en">TripleClick</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-c">// In default, used button.GetCancellationTokenOnDestroy to manage lieftime of async</span>
    <span class="pl-k">await</span> <span class="pl-s1">button</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-k">await</span> <span class="pl-s1">button</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-k">await</span> <span class="pl-s1">button</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s">"Three times clicked"</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span>

<span class="pl-c">// more efficient way</span>
<span class="pl-k">async</span> <span class="pl-smi">UniTask</span> <span class="pl-en">TripleClick</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">using</span> <span class="pl-kos">(</span><span class="pl-k">var</span> <span class="pl-s1">handler</span> <span class="pl-c1">=</span> <span class="pl-s1">button</span><span class="pl-kos">.</span><span class="pl-en">GetAsyncClickEventHandler</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">await</span> <span class="pl-s1">handler</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-k">await</span> <span class="pl-s1">handler</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-k">await</span> <span class="pl-s1">handler</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s">"Three times clicked"</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span>

<span class="pl-c">// use async LINQ</span>
<span class="pl-k">async</span> <span class="pl-smi">UniTask</span> <span class="pl-en">TripleClick</span><span class="pl-kos">(</span><span class="pl-smi">CancellationToken</span> <span class="pl-s1">token</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">await</span> <span class="pl-s1">button</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsAsyncEnumerable</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">Take</span><span class="pl-kos">(</span><span class="pl-c1">3</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">Last</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s">"Three times clicked"</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span>

<span class="pl-c">// use async LINQ2</span>
<span class="pl-k">async</span> <span class="pl-smi">UniTask</span> <span class="pl-en">TripleClick</span><span class="pl-kos">(</span><span class="pl-smi">CancellationToken</span> <span class="pl-s1">token</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">await</span> <span class="pl-s1">button</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsAsyncEnumerable</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">Take</span><span class="pl-kos">(</span><span class="pl-c1">3</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">ForEachAsync</span><span class="pl-kos">(</span>_ <span class="pl-c1">=&gt;</span>
    <span class="pl-kos">{</span>
        <span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s">"Every clicked"</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s">"Three times clicked, complete."</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">All MonoBehaviour message events can convert async-streams by <code>AsyncTriggers</code> that can be enabled by <code>using Cysharp.Threading.Tasks.Triggers;</code>. AsyncTrigger can be created using <code>GetAsync***Trigger</code> and triggers itself as UniTaskAsyncEnumerable.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="var trigger = this.GetOnCollisionEnterAsyncHandler();
await trigger.OnCollisionEnterAsync();
await trigger.OnCollisionEnterAsync();
await trigger.OnCollisionEnterAsync();

// every moves.
await this.GetAsyncMoveTrigger().ForEachAsync(axisEventData =&gt;
{
});"><pre><span class="pl-k">var</span> <span class="pl-s1">trigger</span> <span class="pl-c1">=</span> <span class="pl-k">this</span><span class="pl-kos">.</span><span class="pl-en">GetOnCollisionEnterAsyncHandler</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-k">await</span> <span class="pl-s1">trigger</span><span class="pl-kos">.</span><span class="pl-en">OnCollisionEnterAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-k">await</span> <span class="pl-s1">trigger</span><span class="pl-kos">.</span><span class="pl-en">OnCollisionEnterAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-k">await</span> <span class="pl-s1">trigger</span><span class="pl-kos">.</span><span class="pl-en">OnCollisionEnterAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

<span class="pl-c">// every moves.</span>
<span class="pl-k">await</span> <span class="pl-k">this</span><span class="pl-kos">.</span><span class="pl-en">GetAsyncMoveTrigger</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">ForEachAsync</span><span class="pl-kos">(</span>axisEventData <span class="pl-c1">=&gt;</span>
<span class="pl-kos">{</span>
<span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto"><code>AsyncReactiveProperty</code>, <code>AsyncReadOnlyReactiveProperty</code> is UniTask's version of ReactiveProperty. <code>BindTo</code> extension method of <code>IUniTaskAsyncEnumerable&lt;T&gt;</code> for binding asynchronous stream values to Unity components(Text/Selectable/TMP/Text).</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="var rp = new AsyncReactiveProperty&lt;int&gt;(99);

// AsyncReactiveProperty itself is IUniTaskAsyncEnumerable, you can query by LINQ
rp.ForEachAsync(x =&gt;
{
    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 ToReadOnlyAsyncReactiveProperty
var rp2 = new AsyncReactiveProperty&lt;int&gt;(99);
var rorp = rp.CombineLatest(rp2, (x, y) =&gt; (x, y)).ToReadOnlyAsyncReactiveProperty(CancellationToken.None);"><pre><span class="pl-k">var</span> <span class="pl-s1">rp</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">AsyncReactiveProperty</span><span class="pl-c1">&lt;</span><span class="pl-smi">int</span><span class="pl-c1">&gt;</span><span class="pl-kos">(</span><span class="pl-c1">99</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

<span class="pl-c">// AsyncReactiveProperty itself is IUniTaskAsyncEnumerable, you can query by LINQ</span>
<span class="pl-s1">rp</span><span class="pl-kos">.</span><span class="pl-en">ForEachAsync</span><span class="pl-kos">(</span>x <span class="pl-c1">=&gt;</span>
<span class="pl-kos">{</span>
    <span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s1">x</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span><span class="pl-kos">,</span> <span class="pl-k">this</span><span class="pl-kos">.</span><span class="pl-en">GetCancellationTokenOnDestroy</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">Forget</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

<span class="pl-s1">rp</span><span class="pl-kos">.</span><span class="pl-s1">Value</span> <span class="pl-c1">=</span> <span class="pl-c1">10</span><span class="pl-kos">;</span> <span class="pl-c">// push 10 to all subscriber</span>
<span class="pl-s1">rp</span><span class="pl-kos">.</span><span class="pl-s1">Value</span> <span class="pl-c1">=</span> <span class="pl-c1">11</span><span class="pl-kos">;</span> <span class="pl-c">// push 11 to all subscriber</span>

<span class="pl-c">// WithoutCurrent ignore initial value</span>
<span class="pl-c">// BindTo bind stream value to unity components.</span>
<span class="pl-s1">rp</span><span class="pl-kos">.</span><span class="pl-en">WithoutCurrent</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">BindTo</span><span class="pl-kos">(</span><span class="pl-k">this</span><span class="pl-kos">.</span><span class="pl-s1">textComponent</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

<span class="pl-k">await</span> <span class="pl-s1">rp</span><span class="pl-kos">.</span><span class="pl-en">WaitAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-c">// wait until next value set</span>

<span class="pl-c">// also exists ToReadOnlyAsyncReactiveProperty</span>
<span class="pl-k">var</span> <span class="pl-s1">rp2</span> <span class="pl-c1">=</span> <span class="pl-k">new</span> <span class="pl-smi">AsyncReactiveProperty</span><span class="pl-c1">&lt;</span><span class="pl-smi">int</span><span class="pl-c1">&gt;</span><span class="pl-kos">(</span><span class="pl-c1">99</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-k">var</span> <span class="pl-s1">rorp</span> <span class="pl-c1">=</span> <span class="pl-s1">rp</span><span class="pl-kos">.</span><span class="pl-en">CombineLatest</span><span class="pl-kos">(</span><span class="pl-s1">rp2</span><span class="pl-kos">,</span> <span class="pl-kos">(</span><span class="pl-s1">x</span><span class="pl-kos">,</span> <span class="pl-s1">y</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span> <span class="pl-kos">(</span><span class="pl-s1">x</span><span class="pl-kos">,</span> <span class="pl-s1">y</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">ToReadOnlyAsyncReactiveProperty</span><span class="pl-kos">(</span><span class="pl-s1">CancellationToken</span><span class="pl-kos">.</span><span class="pl-s1">None</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto">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.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="// can not get click event during 3 seconds complete.
await button.OnClickAsAsyncEnumerable().ForEachAwaitAsync(async x =&gt;
{
    await UniTask.Delay(TimeSpan.FromSeconds(3));
});"><pre><span class="pl-c">// can not get click event during 3 seconds complete.</span>
<span class="pl-k">await</span> <span class="pl-s1">button</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsAsyncEnumerable</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">ForEachAwaitAsync</span><span class="pl-kos">(</span><span class="pl-k">async</span> x <span class="pl-c1">=&gt;</span>
<span class="pl-kos">{</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Delay</span><span class="pl-kos">(</span><span class="pl-s1">TimeSpan</span><span class="pl-kos">.</span><span class="pl-en">FromSeconds</span><span class="pl-kos">(</span><span class="pl-c1">3</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto">It is useful (prevent double-click) but not useful sometimes.</p>
<p dir="auto">Using the <code>Queue()</code> method will also queue events during asynchronous processing.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="// queued message in asynchronous processing
await button.OnClickAsAsyncEnumerable().Queue().ForEachAwaitAsync(async x =&gt;
{
    await UniTask.Delay(TimeSpan.FromSeconds(3));
});"><pre><span class="pl-c">// queued message in asynchronous processing</span>
<span class="pl-k">await</span> <span class="pl-s1">button</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsAsyncEnumerable</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">Queue</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">ForEachAwaitAsync</span><span class="pl-kos">(</span><span class="pl-k">async</span> x <span class="pl-c1">=&gt;</span>
<span class="pl-kos">{</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Delay</span><span class="pl-kos">(</span><span class="pl-s1">TimeSpan</span><span class="pl-kos">.</span><span class="pl-en">FromSeconds</span><span class="pl-kos">(</span><span class="pl-c1">3</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto">Or use <code>Subscribe</code>, fire and forget style.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="button.OnClickAsAsyncEnumerable().Subscribe(async x =&gt;
{
    await UniTask.Delay(TimeSpan.FromSeconds(3));
});"><pre><span class="pl-s1">button</span><span class="pl-kos">.</span><span class="pl-en">OnClickAsAsyncEnumerable</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">Subscribe</span><span class="pl-kos">(</span><span class="pl-k">async</span> x <span class="pl-c1">=&gt;</span>
<span class="pl-kos">{</span>
    <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Delay</span><span class="pl-kos">(</span><span class="pl-s1">TimeSpan</span><span class="pl-kos">.</span><span class="pl-en">FromSeconds</span><span class="pl-kos">(</span><span class="pl-c1">3</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">Channel</h2><a id="user-content-channel" class="anchor" aria-label="Permalink: Channel" href="#channel"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto"><code>Channel</code> is the same as <a href="https://docs.microsoft.com/en-us/dotnet/api/system.threading.channels?view=netcore-3.1" rel="nofollow">System.Threading.Tasks.Channels</a> which is similar to a GoLang Channel.</p>
<p dir="auto">Currently it only supports multiple-producer, single-consumer unbounded channels. It can create by <code>Channel.CreateSingleConsumerUnbounded&lt;T&gt;()</code>.</p>
<p dir="auto">For producer(<code>.Writer</code>), use <code>TryWrite</code> to push value and <code>TryComplete</code> to complete channel. For consumer(<code>.Reader</code>), use <code>TryRead</code>, <code>WaitToReadAsync</code>, <code>ReadAsync</code>, <code>Completion</code> and <code>ReadAllAsync</code> to read queued messages.</p>
<p dir="auto"><code>ReadAllAsync</code> returns <code>IUniTaskAsyncEnumerable&lt;T&gt;</code> so query LINQ operators. Reader only allows single-consumer but uses <code>.Publish()</code> query operator to enable multicast message. For example, make pub/sub utility.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="public class AsyncMessageBroker&lt;T&gt; : IDisposable
{
    Channel&lt;T&gt; channel;

    IConnectableUniTaskAsyncEnumerable&lt;T&gt; multicastSource;
    IDisposable connection;

    public AsyncMessageBroker()
    {
        channel = Channel.CreateSingleConsumerUnbounded&lt;T&gt;();
        multicastSource = channel.Reader.ReadAllAsync().Publish();
        connection = multicastSource.Connect(); // Publish returns IConnectableUniTaskAsyncEnumerable.
    }

    public void Publish(T value)
    {
        channel.Writer.TryWrite(value);
    }

    public IUniTaskAsyncEnumerable&lt;T&gt; Subscribe()
    {
        return multicastSource;
    }

    public void Dispose()
    {
        channel.Writer.TryComplete();
        connection.Dispose();
    }
}"><pre><span class="pl-k">public</span> <span class="pl-k">class</span> <span class="pl-smi">AsyncMessageBroker</span><span class="pl-c1">&lt;</span><span class="pl-c1">T</span><span class="pl-c1">&gt;</span> <span class="pl-c1">:</span> <span class="pl-smi">IDisposable</span>
<span class="pl-kos">{</span>
    <span class="pl-smi">Channel</span><span class="pl-c1">&lt;</span><span class="pl-smi">T</span><span class="pl-c1">&gt;</span> <span class="pl-s1">channel</span><span class="pl-kos">;</span>

    <span class="pl-smi">IConnectableUniTaskAsyncEnumerable</span><span class="pl-c1">&lt;</span><span class="pl-smi">T</span><span class="pl-c1">&gt;</span> <span class="pl-s1">multicastSource</span><span class="pl-kos">;</span>
    <span class="pl-smi">IDisposable</span> <span class="pl-s1">connection</span><span class="pl-kos">;</span>

    <span class="pl-k">public</span> <span class="pl-v">AsyncMessageBroker</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-s1">channel</span> <span class="pl-c1">=</span> <span class="pl-s1">Channel</span><span class="pl-kos">.</span><span class="pl-smi">CreateSingleConsumerUnbounded</span><span class="pl-c1">&lt;</span><span class="pl-smi">T</span><span class="pl-c1">&gt;</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-s1">multicastSource</span> <span class="pl-c1">=</span> <span class="pl-s1">channel</span><span class="pl-kos">.</span><span class="pl-s1">Reader</span><span class="pl-kos">.</span><span class="pl-en">ReadAllAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-en">Publish</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-s1">connection</span> <span class="pl-c1">=</span> <span class="pl-s1">multicastSource</span><span class="pl-kos">.</span><span class="pl-en">Connect</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span> <span class="pl-c">// Publish returns IConnectableUniTaskAsyncEnumerable.</span>
    <span class="pl-kos">}</span>

    <span class="pl-k">public</span> <span class="pl-smi">void</span> <span class="pl-en">Publish</span><span class="pl-kos">(</span><span class="pl-smi">T</span> <span class="pl-s1">value</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-s1">channel</span><span class="pl-kos">.</span><span class="pl-s1">Writer</span><span class="pl-kos">.</span><span class="pl-en">TryWrite</span><span class="pl-kos">(</span><span class="pl-s1">value</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>

    <span class="pl-k">public</span> <span class="pl-smi">IUniTaskAsyncEnumerable</span><span class="pl-c1">&lt;</span><span class="pl-smi">T</span><span class="pl-c1">&gt;</span> <span class="pl-en">Subscribe</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">return</span> <span class="pl-s1">multicastSource</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>

    <span class="pl-k">public</span> <span class="pl-smi">void</span> <span class="pl-en">Dispose</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-s1">channel</span><span class="pl-kos">.</span><span class="pl-s1">Writer</span><span class="pl-kos">.</span><span class="pl-en">TryComplete</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-s1">connection</span><span class="pl-kos">.</span><span class="pl-en">Dispose</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span></pre></div>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">vs Awaitable</h2><a id="user-content-vs-awaitable" class="anchor" aria-label="Permalink: vs Awaitable" href="#vs-awaitable"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">Unity 6 introduces the awaitable type, <a href="https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Awaitable.html" rel="nofollow">Awaitable</a>. To put it simply, Awaitable can be considered a subset of UniTask, and in fact, Awaitable's design was influenced by UniTask. It should be able to handle PlayerLoop-based awaits, pooled Tasks, and support for cancellation with <code>CancellationToken</code> in a similar way. With its inclusion in the standard library, you may wonder whether to continue using UniTask or migrate to Awaitable. Here's a brief guide.</p>
<p dir="auto">First, the functionality provided by Awaitable is equivalent to what coroutines offer. Instead of <code>yield return</code>, you use await; <code>await NextFrameAsync()</code> replaces <code>yield return null</code>; and there are equivalents for <code>WaitForSeconds</code> and <code>EndOfFrame</code>. However, that's the extent of it. Being coroutine-based in terms of functionality, it lacks Task-based features. In practical application development using async/await, operations like <code>WhenAll</code> are essential. Additionally, UniTask enables many frame-based operations (such as <code>DelayFrame</code>) and more flexible PlayerLoopTiming control, which are not available in Awaitable. Of course, there's no Tracker Window either.</p>
<p dir="auto">Therefore, I recommend using UniTask for application development. UniTask is a superset of Awaitable and includes many essential features. For library development, where you want to avoid external dependencies, using Awaitable as a return type for methods would be appropriate. Awaitable can be converted to UniTask using <code>AsUniTask</code>, so there's no issue in handling Awaitable-based functionality within the UniTask library. Of course, if you don't need to worry about dependencies, using UniTask would be the best choice even for library development.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">For Unit Testing</h2><a id="user-content-for-unit-testing" class="anchor" aria-label="Permalink: For Unit Testing" href="#for-unit-testing"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">Unity's <code>[UnityTest]</code> attribute can test coroutine(IEnumerator) but can not test async. <code>UniTask.ToCoroutine</code> bridges async/await to coroutine so you can test async methods.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="[UnityTest]
public IEnumerator DelayIgnore() =&gt; UniTask.ToCoroutine(async () =&gt;
{
    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;
    }
});"><pre><span class="pl-kos">[</span><span class="pl-c1">UnityTest</span><span class="pl-kos">]</span>
<span class="pl-k">public</span> <span class="pl-smi">IEnumerator</span> <span class="pl-en">DelayIgnore</span><span class="pl-kos">(</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">ToCoroutine</span><span class="pl-kos">(</span><span class="pl-k">async</span> <span class="pl-kos">(</span><span class="pl-kos">)</span> <span class="pl-c1">=&gt;</span>
<span class="pl-kos">{</span>
    <span class="pl-k">var</span> <span class="pl-s1">time</span> <span class="pl-c1">=</span> <span class="pl-s1">Time</span><span class="pl-kos">.</span><span class="pl-s1">realtimeSinceStartup</span><span class="pl-kos">;</span>

    <span class="pl-s1">Time</span><span class="pl-kos">.</span><span class="pl-s1">timeScale</span> <span class="pl-c1">=</span> <span class="pl-c1">0.5f</span><span class="pl-kos">;</span>
    <span class="pl-k">try</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Delay</span><span class="pl-kos">(</span><span class="pl-s1">TimeSpan</span><span class="pl-kos">.</span><span class="pl-en">FromSeconds</span><span class="pl-kos">(</span><span class="pl-c1">3</span><span class="pl-kos">)</span><span class="pl-kos">,</span> <span class="pl-s1">ignoreTimeScale</span><span class="pl-c1">:</span> <span class="pl-c1">true</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

        <span class="pl-k">var</span> <span class="pl-s1">elapsed</span> <span class="pl-c1">=</span> <span class="pl-s1">Time</span><span class="pl-kos">.</span><span class="pl-s1">realtimeSinceStartup</span> <span class="pl-c1">-</span> <span class="pl-s1">time</span><span class="pl-kos">;</span>
        <span class="pl-s1">Assert</span><span class="pl-kos">.</span><span class="pl-en">AreEqual</span><span class="pl-kos">(</span><span class="pl-c1">3</span><span class="pl-kos">,</span> <span class="pl-kos">(</span><span class="pl-smi">int</span><span class="pl-kos">)</span><span class="pl-s1">Math</span><span class="pl-kos">.</span><span class="pl-en">Round</span><span class="pl-kos">(</span><span class="pl-s1">TimeSpan</span><span class="pl-kos">.</span><span class="pl-en">FromSeconds</span><span class="pl-kos">(</span><span class="pl-s1">elapsed</span><span class="pl-kos">)</span><span class="pl-kos">.</span><span class="pl-s1">TotalSeconds</span><span class="pl-kos">,</span> <span class="pl-s1">MidpointRounding</span><span class="pl-kos">.</span><span class="pl-s1">ToEven</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>
    <span class="pl-k">finally</span>
    <span class="pl-kos">{</span>
        <span class="pl-s1">Time</span><span class="pl-kos">.</span><span class="pl-s1">timeScale</span> <span class="pl-c1">=</span> <span class="pl-c1">1.0f</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span><span class="pl-kos">)</span><span class="pl-kos">;</span></pre></div>
<p dir="auto">UniTask's own unit tests are written using Unity Test Runner and <a href="https://github.com/Cysharp/RuntimeUnitTestToolkit">Cysharp/RuntimeUnitTestToolkit</a> to integrate with CI and check if IL2CPP is working.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">ThreadPool limitation</h2><a id="user-content-threadpool-limitation" class="anchor" aria-label="Permalink: ThreadPool limitation" href="#threadpool-limitation"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">Most UniTask methods run on a single thread (PlayerLoop), with only <code>UniTask.Run</code>(<code>Task.Run</code> equivalent) and <code>UniTask.SwitchToThreadPool</code> running on a thread pool. If you use a thread pool, it won't work with WebGL and so on.</p>
<p dir="auto"><code>UniTask.Run</code> is now deprecated. You can use <code>UniTask.RunOnThreadPool</code> instead. And also consider whether you can use <code>UniTask.Create</code> or <code>UniTask.Void</code>.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">IEnumerator.ToUniTask limitation</h2><a id="user-content-ienumeratortounitask-limitation" class="anchor" aria-label="Permalink: IEnumerator.ToUniTask limitation" href="#ienumeratortounitask-limitation"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">You can convert coroutine(IEnumerator) to UniTask(or await directly) but it has some limitations.</p>
<ul dir="auto">
<li><code>WaitForEndOfFrame</code>/<code>WaitForFixedUpdate</code>/<code>Coroutine</code> is not supported.</li>
<li>Consuming loop timing is not the same as <code>StartCoroutine</code>, it uses the specified <code>PlayerLoopTiming</code> and the default <code>PlayerLoopTiming.Update</code> is run before MonoBehaviour's <code>Update</code> and <code>StartCoroutine</code>'s loop.</li>
</ul>
<p dir="auto">If you want fully compatible conversion from coroutine to async, use the <code>IEnumerator.ToUniTask(MonoBehaviour coroutineRunner)</code> overload. It executes StartCoroutine on an instance of the argument MonoBehaviour and waits for it to complete in UniTask.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">For UnityEditor</h2><a id="user-content-for-unityeditor" class="anchor" aria-label="Permalink: For UnityEditor" href="#for-unityeditor"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">UniTask can run on Unity Editor like an Editor Coroutine. However, there are some limitations.</p>
<ul dir="auto">
<li>UniTask.Delay's DelayType.DeltaTime, UnscaledDeltaTime do not work correctly because they can not get deltaTime in editor. Therefore run on EditMode, automatically change DelayType to <code>DelayType.Realtime</code> that wait for the right time.</li>
<li>All PlayerLoopTiming run on the timing <code>EditorApplication.update</code>.</li>
<li><code>-batchmode</code> with <code>-quit</code> does not work because Unity does not run <code>EditorApplication.update</code> and quit after a single frame. Instead, don't use <code>-quit</code> and quit manually with <code>EditorApplication.Exit(0)</code>.</li>
</ul>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">Compare with Standard Task API</h2><a id="user-content-compare-with-standard-task-api" class="anchor" aria-label="Permalink: Compare with Standard Task API" href="#compare-with-standard-task-api"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">UniTask has many standard Task-like APIs. This table shows what the alternative apis are.</p>
<p dir="auto">Use standard type.</p>
<markdown-accessiblity-table><table>
<thead>
<tr>
<th>.NET Type</th>
<th>UniTask Type</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>IProgress&lt;T&gt;</code></td>
<td>---</td>
</tr>
<tr>
<td><code>CancellationToken</code></td>
<td>---</td>
</tr>
<tr>
<td><code>CancellationTokenSource</code></td>
<td>---</td>
</tr>
</tbody>
</table></markdown-accessiblity-table>
<p dir="auto">Use UniTask type.</p>
<markdown-accessiblity-table><table>
<thead>
<tr>
<th>.NET Type</th>
<th>UniTask Type</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>Task</code>/<code>ValueTask</code></td>
<td><code>UniTask</code></td>
</tr>
<tr>
<td><code>Task&lt;T&gt;</code>/<code>ValueTask&lt;T&gt;</code></td>
<td><code>UniTask&lt;T&gt;</code></td>
</tr>
<tr>
<td><code>async void</code></td>
<td><code>async UniTaskVoid</code></td>
</tr>
<tr>
<td><code>+= async () =&gt; { }</code></td>
<td><code>UniTask.Void</code>, <code>UniTask.Action</code>, <code>UniTask.UnityAction</code></td>
</tr>
<tr>
<td>---</td>
<td><code>UniTaskCompletionSource</code></td>
</tr>
<tr>
<td><code>TaskCompletionSource&lt;T&gt;</code></td>
<td><code>UniTaskCompletionSource&lt;T&gt;</code>/<code>AutoResetUniTaskCompletionSource&lt;T&gt;</code></td>
</tr>
<tr>
<td><code>ManualResetValueTaskSourceCore&lt;T&gt;</code></td>
<td><code>UniTaskCompletionSourceCore&lt;T&gt;</code></td>
</tr>
<tr>
<td><code>IValueTaskSource</code></td>
<td><code>IUniTaskSource</code></td>
</tr>
<tr>
<td><code>IValueTaskSource&lt;T&gt;</code></td>
<td><code>IUniTaskSource&lt;T&gt;</code></td>
</tr>
<tr>
<td><code>ValueTask.IsCompleted</code></td>
<td><code>UniTask.Status.IsCompleted()</code></td>
</tr>
<tr>
<td><code>ValueTask&lt;T&gt;.IsCompleted</code></td>
<td><code>UniTask&lt;T&gt;.Status.IsCompleted()</code></td>
</tr>
<tr>
<td><code>new Progress&lt;T&gt;</code></td>
<td><code>Progress.Create&lt;T&gt;</code></td>
</tr>
<tr>
<td><code>CancellationToken.Register(UnsafeRegister)</code></td>
<td><code>CancellationToken.RegisterWithoutCaptureExecutionContext</code></td>
</tr>
<tr>
<td><code>CancellationTokenSource.CancelAfter</code></td>
<td><code>CancellationTokenSource.CancelAfterSlim</code></td>
</tr>
<tr>
<td><code>Channel.CreateUnbounded&lt;T&gt;(false){ SingleReader = true }</code></td>
<td><code>Channel.CreateSingleConsumerUnbounded&lt;T&gt;</code></td>
</tr>
<tr>
<td><code>IAsyncEnumerable&lt;T&gt;</code></td>
<td><code>IUniTaskAsyncEnumerable&lt;T&gt;</code></td>
</tr>
<tr>
<td><code>IAsyncEnumerator&lt;T&gt;</code></td>
<td><code>IUniTaskAsyncEnumerator&lt;T&gt;</code></td>
</tr>
<tr>
<td><code>IAsyncDisposable</code></td>
<td><code>IUniTaskAsyncDisposable</code></td>
</tr>
<tr>
<td><code>Task.Delay</code></td>
<td><code>UniTask.Delay</code></td>
</tr>
<tr>
<td><code>Task.Yield</code></td>
<td><code>UniTask.Yield</code></td>
</tr>
<tr>
<td><code>Task.Run</code></td>
<td><code>UniTask.RunOnThreadPool</code></td>
</tr>
<tr>
<td><code>Task.WhenAll</code></td>
<td><code>UniTask.WhenAll</code></td>
</tr>
<tr>
<td><code>Task.WhenAny</code></td>
<td><code>UniTask.WhenAny</code></td>
</tr>
<tr>
<td><code>Task.WhenEach</code></td>
<td><code>UniTask.WhenEach</code></td>
</tr>
<tr>
<td><code>Task.CompletedTask</code></td>
<td><code>UniTask.CompletedTask</code></td>
</tr>
<tr>
<td><code>Task.FromException</code></td>
<td><code>UniTask.FromException</code></td>
</tr>
<tr>
<td><code>Task.FromResult</code></td>
<td><code>UniTask.FromResult</code></td>
</tr>
<tr>
<td><code>Task.FromCanceled</code></td>
<td><code>UniTask.FromCanceled</code></td>
</tr>
<tr>
<td><code>Task.ContinueWith</code></td>
<td><code>UniTask.ContinueWith</code></td>
</tr>
<tr>
<td><code>TaskScheduler.UnobservedTaskException</code></td>
<td><code>UniTaskScheduler.UnobservedTaskException</code></td>
</tr>
</tbody>
</table></markdown-accessiblity-table>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">Pooling Configuration</h2><a id="user-content-pooling-configuration" class="anchor" aria-label="Permalink: Pooling Configuration" href="#pooling-configuration"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">UniTask aggressively caches async promise objects to achieve zero allocation (for technical details, see blog post <a href="https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd" rel="nofollow">UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ</a>). By default, it caches all promises but you can configure <code>TaskPool.SetMaxPoolSize</code> to your value, the value indicates cache size per type. <code>TaskPool.GetCacheSizeInfo</code> returns currently cached objects in pool.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="foreach (var (type, size) in TaskPool.GetCacheSizeInfo())
{
    Debug.Log(type + &quot;:&quot; + size);
}"><pre><span class="pl-k">foreach</span> <span class="pl-kos">(</span><span class="pl-k">var</span> <span class="pl-kos">(</span><span class="pl-s1">type</span><span class="pl-kos">,</span> <span class="pl-s1">size</span><span class="pl-kos">)</span> <span class="pl-k">in</span> <span class="pl-s1">TaskPool</span><span class="pl-kos">.</span><span class="pl-en">GetCacheSizeInfo</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-s1">Debug</span><span class="pl-kos">.</span><span class="pl-en">Log</span><span class="pl-kos">(</span><span class="pl-s1">type</span> <span class="pl-c1">+</span> <span class="pl-s">":"</span> <span class="pl-c1">+</span> <span class="pl-s1">size</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">Allocation on Profiler</h2><a id="user-content-allocation-on-profiler" class="anchor" aria-label="Permalink: Allocation on Profiler" href="#allocation-on-profiler"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">In UnityEditor the profiler shows allocation of compiler generated AsyncStateMachine but it only occurs in debug(development) build. C# Compiler generates AsyncStateMachine as class on Debug build and as struct on Release build.</p>
<p dir="auto">Unity supports Code Optimization option starting in 2020.1 (right, footer).</p>
<p dir="auto"><a target="_blank" rel="noopener noreferrer nofollow" href="https://user-images.githubusercontent.com/46207/89967342-2f944600-dc8c-11ea-99fc-0b74527a16f6.png"><img src="https://user-images.githubusercontent.com/46207/89967342-2f944600-dc8c-11ea-99fc-0b74527a16f6.png" alt="" style="max-width: 100%;"></a></p>
<p dir="auto">You can change C# compiler optimization to release to remove AsyncStateMachine allocation in development builds. This optimization option can also be set via <code>Compilation.CompilationPipeline-codeOptimization</code>, and <code>Compilation.CodeOptimization</code>.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">UniTaskSynchronizationContext</h2><a id="user-content-unitasksynchronizationcontext" class="anchor" aria-label="Permalink: UniTaskSynchronizationContext" href="#unitasksynchronizationcontext"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">Unity's default SynchronizationContext(<code>UnitySynchronizationContext</code>) is a poor implementation for performance. UniTask bypasses <code>SynchronizationContext</code>(and <code>ExecutionContext</code>) so it does not use it but if exists in <code>async Task</code>, still used it. <code>UniTaskSynchronizationContext</code> is a replacement of <code>UnitySynchronizationContext</code> which is better for performance.</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="public class SyncContextInjecter
{
    [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
    public static void Inject()
    {
        SynchronizationContext.SetSynchronizationContext(new UniTaskSynchronizationContext());
    }
}"><pre><span class="pl-k">public</span> <span class="pl-k">class</span> <span class="pl-smi">SyncContextInjecter</span>
<span class="pl-kos">{</span>
    <span class="pl-kos">[</span><span class="pl-c1">RuntimeInitializeOnLoadMethod</span><span class="pl-kos">(</span><span class="pl-s1">RuntimeInitializeLoadType</span><span class="pl-kos">.</span><span class="pl-s1">SubsystemRegistration</span><span class="pl-kos">)</span><span class="pl-kos">]</span>
    <span class="pl-k">public</span> <span class="pl-k"><span class="pl-k">static</span></span> <span class="pl-smi">void</span> <span class="pl-en">Inject</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-s1">SynchronizationContext</span><span class="pl-kos">.</span><span class="pl-en">SetSynchronizationContext</span><span class="pl-kos">(</span><span class="pl-k">new</span> <span class="pl-smi">UniTaskSynchronizationContext</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">This is an optional choice and is not always recommended; <code>UniTaskSynchronizationContext</code> is less performant than <code>async UniTask</code> and is not a complete UniTask replacement. It also does not guarantee full behavioral compatibility with the <code>UnitySynchronizationContext</code>.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">API References</h2><a id="user-content-api-references" class="anchor" aria-label="Permalink: API References" href="#api-references"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">UniTask's API References are hosted at <a href="https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.html" rel="nofollow">cysharp.github.io/UniTask</a> by <a href="https://dotnet.github.io/docfx/" rel="nofollow">DocFX</a> and <a href="https://github.com/Cysharp/DocfxTemplate">Cysharp/DocfXTemplate</a>.</p>
<p dir="auto">For example, UniTask's factory methods can be seen at <a href="https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.UniTask.html#methods-1" rel="nofollow">UniTask#methods</a>. UniTaskAsyncEnumerable's factory/extension methods can be seen at <a href="https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.Linq.UniTaskAsyncEnumerable.html#methods-1" rel="nofollow">UniTaskAsyncEnumerable#methods</a>.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">UPM Package</h2><a id="user-content-upm-package" class="anchor" aria-label="Permalink: UPM Package" href="#upm-package"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<div class="markdown-heading" dir="auto"><h3 tabindex="-1" class="heading-element" dir="auto">Install via git URL</h3><a id="user-content-install-via-git-url" class="anchor" aria-label="Permalink: Install via git URL" href="#install-via-git-url"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">Requires a version of unity that supports path query parameter for git packages (Unity &gt;= 2019.3.4f1, Unity &gt;= 2020.1a21). You can add <code>https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask</code> to Package Manager</p>
<p dir="auto"><a target="_blank" rel="noopener noreferrer nofollow" href="https://user-images.githubusercontent.com/46207/79450714-3aadd100-8020-11ea-8aae-b8d87fc4d7be.png"><img src="https://user-images.githubusercontent.com/46207/79450714-3aadd100-8020-11ea-8aae-b8d87fc4d7be.png" alt="image" style="max-width: 100%;"></a></p>
<p dir="auto"><a target="_blank" rel="noopener noreferrer nofollow" href="https://user-images.githubusercontent.com/46207/83702872-e0f17c80-a648-11ea-8183-7469dcd4f810.png"><img src="https://user-images.githubusercontent.com/46207/83702872-e0f17c80-a648-11ea-8183-7469dcd4f810.png" alt="image" style="max-width: 100%;"></a></p>
<p dir="auto">or add <code>"com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask"</code> to <code>Packages/manifest.json</code>.</p>
<p dir="auto">If you want to set a target version, UniTask uses the <code>*.*.*</code> release tag so you can specify a version like <code>#2.1.0</code>. For example <code>https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask#2.1.0</code>.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">.NET Core</h2><a id="user-content-net-core" class="anchor" aria-label="Permalink: .NET Core" href="#net-core"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">For .NET Core, use NuGet.</p>
<blockquote>
<p dir="auto">PM&gt; Install-Package <a href="https://www.nuget.org/packages/UniTask" rel="nofollow">UniTask</a></p>
</blockquote>
<p dir="auto">UniTask of .NET Core version is a subset of Unity UniTask with PlayerLoop dependent methods removed.</p>
<p dir="auto">It runs at higher performance than the standard Task/ValueTask, but you should be careful to ignore the ExecutionContext/SynchronizationContext when using it. <code>AsyncLocal</code> also does not work because it ignores ExecutionContext.</p>
<p dir="auto">If you use UniTask internally, but provide ValueTask as an external API, you can write it like the following(Inspired by <a href="https://github.com/mgravell/PooledAwait">PooledAwait</a>).</p>
<div class="highlight highlight-source-cs notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="public class ZeroAllocAsyncAwaitInDotNetCore
{
    public ValueTask&lt;int&gt; DoAsync(int x, int y)
    {
        return Core(this, x, y);

        static async UniTask&lt;int&gt; 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..
    }
}"><pre><span class="pl-k">public</span> <span class="pl-k">class</span> <span class="pl-smi">ZeroAllocAsyncAwaitInDotNetCore</span>
<span class="pl-kos">{</span>
    <span class="pl-k">public</span> <span class="pl-smi">ValueTask</span><span class="pl-c1">&lt;</span><span class="pl-smi">int</span><span class="pl-c1">&gt;</span> <span class="pl-en">DoAsync</span><span class="pl-kos">(</span><span class="pl-smi">int</span> <span class="pl-s1">x</span><span class="pl-kos">,</span> <span class="pl-smi">int</span> <span class="pl-s1">y</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">return</span> <span class="pl-s1">Core</span><span class="pl-kos">(</span><span class="pl-k">this</span><span class="pl-kos">,</span> <span class="pl-s1">x</span><span class="pl-kos">,</span> <span class="pl-s1">y</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

        <span class="pl-k"><span class="pl-k">static</span></span> <span class="pl-k">async</span> <span class="pl-smi">UniTask</span><span class="pl-c1">&lt;</span><span class="pl-smi">int</span><span class="pl-c1">&gt;</span> <span class="pl-en">Core</span><span class="pl-kos">(</span><span class="pl-smi">ZeroAllocAsyncAwaitInDotNetCore</span> <span class="pl-s1">self</span><span class="pl-kos">,</span> <span class="pl-smi">int</span> <span class="pl-s1">x</span><span class="pl-kos">,</span> <span class="pl-smi">int</span> <span class="pl-s1">y</span><span class="pl-kos">)</span>
        <span class="pl-kos">{</span>
            <span class="pl-c">// do anything...</span>
            <span class="pl-k">await</span> <span class="pl-s1">Task</span><span class="pl-kos">.</span><span class="pl-en">Delay</span><span class="pl-kos">(</span><span class="pl-s1">TimeSpan</span><span class="pl-kos">.</span><span class="pl-en">FromSeconds</span><span class="pl-kos">(</span><span class="pl-s1">x</span> <span class="pl-c1">+</span> <span class="pl-s1">y</span><span class="pl-kos">)</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
            <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">Yield</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>

            <span class="pl-k">return</span> <span class="pl-c1">10</span><span class="pl-kos">;</span>
        <span class="pl-kos">}</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span>

<span class="pl-c">// UniTask does not return to original SynchronizationContext but you can use helper `ReturnToCurrentSynchronizationContext`.</span>
<span class="pl-k">public</span> <span class="pl-smi">ValueTask</span> <span class="pl-en">TestAsync</span><span class="pl-kos">(</span><span class="pl-kos">)</span>
<span class="pl-kos">{</span>
    <span class="pl-k">await</span> <span class="pl-k">using</span> <span class="pl-kos">(</span><span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">ReturnToCurrentSynchronizationContext</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">)</span>
    <span class="pl-kos">{</span>
        <span class="pl-k">await</span> <span class="pl-s1">UniTask</span><span class="pl-kos">.</span><span class="pl-en">SwitchToThreadPool</span><span class="pl-kos">(</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
        <span class="pl-c">// do anything..</span>
    <span class="pl-kos">}</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">.NET Core version is intended to allow users to use UniTask as an interface when sharing code with Unity (such as <a href="https://github.com/Cysharp/MagicOnion/">Cysharp/MagicOnion</a>). .NET Core version of UniTask enables smooth code sharing.</p>
<p dir="auto">Utility methods such as WhenAll which are equivalent to UniTask are provided as <a href="https://github.com/Cysharp/ValueTaskSupplement">Cysharp/ValueTaskSupplement</a>.</p>
<div class="markdown-heading" dir="auto"><h2 tabindex="-1" class="heading-element" dir="auto">License</h2><a id="user-content-license" class="anchor" aria-label="Permalink: License" href="#license"><svg data-component="Octicon" class="octicon octicon-link" viewBox="0 0 16 16" version="1.1" width="16" height="16" aria-hidden="true"><path d="m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z"></path></svg></a></div>
<p dir="auto">This library is under the MIT License.</p>
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    <summary role="button" aria-label="Close dialog"></summary>
    <details-dialog class="Box Box--overlay d-flex flex-column anim-fade-in fast hx_rsm-dialog hx_rsm-modal">
      <button class="Box-btn-octicon m-0 btn-octicon position-absolute right-0 top-0" type="button" aria-label="Close dialog" data-close-dialog>
        <svg aria-hidden="true" data-component="Octicon" height="16" viewBox="0 0 16 16" version="1.1" width="16" data-view-component="true" class="octicon octicon-x">
    <path d="M3.72 3.72a.75.75 0 0 1 1.06 0L8 6.94l3.22-3.22a.749.749 0 0 1 1.275.326.749.749 0 0 1-.215.734L9.06 8l3.22 3.22a.749.749 0 0 1-.326 1.275.749.749 0 0 1-.734-.215L8 9.06l-3.22 3.22a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042L6.94 8 3.72 4.78a.75.75 0 0 1 0-1.06Z"></path>
</svg>
      </button>
      <div class="octocat-spinner tmp-my-6 js-details-dialog-spinner"></div>
    </details-dialog>
  </details>
</template>

    <div class="Popover js-hovercard-content position-absolute" style="display: none; outline: none;">
  <div class="Popover-message Popover-message--bottom-left Popover-message--large Box color-shadow-large" style="width:360px;">
  </div>
</div>

    <template id="snippet-clipboard-copy-button">
  <div class="zeroclipboard-container position-absolute right-0 top-0">
    <clipboard-copy aria-label="Copy code to clipboard" class="ClipboardButton btn js-clipboard-copy m-2 p-0" data-copy-feedback="Copied!" data-tooltip-direction="w">
      <svg aria-hidden="true" data-component="Octicon" height="16" viewBox="0 0 16 16" version="1.1" width="16" data-view-component="true" class="octicon octicon-copy js-clipboard-copy-icon m-2 tmp-m-2">
    <path d="M0 6.75C0 5.784.784 5 1.75 5h1.5a.75.75 0 0 1 0 1.5h-1.5a.25.25 0 0 0-.25.25v7.5c0 .138.112.25.25.25h7.5a.25.25 0 0 0 .25-.25v-1.5a.75.75 0 0 1 1.5 0v1.5A1.75 1.75 0 0 1 9.25 16h-7.5A1.75 1.75 0 0 1 0 14.25Z"></path><path d="M5 1.75C5 .784 5.784 0 6.75 0h7.5C15.216 0 16 .784 16 1.75v7.5A1.75 1.75 0 0 1 14.25 11h-7.5A1.75 1.75 0 0 1 5 9.25Zm1.75-.25a.25.25 0 0 0-.25.25v7.5c0 .138.112.25.25.25h7.5a.25.25 0 0 0 .25-.25v-7.5a.25.25 0 0 0-.25-.25Z"></path>
</svg>
      <svg aria-hidden="true" data-component="Octicon" height="16" viewBox="0 0 16 16" version="1.1" width="16" data-view-component="true" class="octicon octicon-check js-clipboard-check-icon color-fg-success d-none m-2 tmp-m-2">
    <path d="M13.78 4.22a.75.75 0 0 1 0 1.06l-7.25 7.25a.75.75 0 0 1-1.06 0L2.22 9.28a.751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018L6 10.94l6.72-6.72a.75.75 0 0 1 1.06 0Z"></path>
</svg>
    </clipboard-copy>
  </div>
</template>
<template id="snippet-clipboard-copy-button-unpositioned">
  <div class="zeroclipboard-container">
    <clipboard-copy aria-label="Copy code to clipboard" class="ClipboardButton btn btn-invisible js-clipboard-copy m-2 p-0 d-flex flex-justify-center flex-items-center" data-copy-feedback="Copied!" data-tooltip-direction="w">
      <svg aria-hidden="true" data-component="Octicon" height="16" viewBox="0 0 16 16" version="1.1" width="16" data-view-component="true" class="octicon octicon-copy js-clipboard-copy-icon">
    <path d="M0 6.75C0 5.784.784 5 1.75 5h1.5a.75.75 0 0 1 0 1.5h-1.5a.25.25 0 0 0-.25.25v7.5c0 .138.112.25.25.25h7.5a.25.25 0 0 0 .25-.25v-1.5a.75.75 0 0 1 1.5 0v1.5A1.75 1.75 0 0 1 9.25 16h-7.5A1.75 1.75 0 0 1 0 14.25Z"></path><path d="M5 1.75C5 .784 5.784 0 6.75 0h7.5C15.216 0 16 .784 16 1.75v7.5A1.75 1.75 0 0 1 14.25 11h-7.5A1.75 1.75 0 0 1 5 9.25Zm1.75-.25a.25.25 0 0 0-.25.25v7.5c0 .138.112.25.25.25h7.5a.25.25 0 0 0 .25-.25v-7.5a.25.25 0 0 0-.25-.25Z"></path>
</svg>
      <svg aria-hidden="true" data-component="Octicon" height="16" viewBox="0 0 16 16" version="1.1" width="16" data-view-component="true" class="octicon octicon-check js-clipboard-check-icon color-fg-success d-none">
    <path d="M13.78 4.22a.75.75 0 0 1 0 1.06l-7.25 7.25a.75.75 0 0 1-1.06 0L2.22 9.28a.751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018L6 10.94l6.72-6.72a.75.75 0 0 1 1.06 0Z"></path>
</svg>
    </clipboard-copy>
  </div>
</template>




    </div>
    <div id="js-global-screen-reader-notice" class="sr-only mt-n1" aria-live="polite" aria-atomic="true" ></div>
    <div id="js-global-screen-reader-notice-assertive" class="sr-only mt-n1" aria-live="assertive" aria-atomic="true"></div>
  </body>
</html>

