In my hunt to understand async, your video was an instant addition to my playlist, and the first one I go to when I'm like "wait... how did that work again?" That being said, I would be so so grateful if you could maybe follow up this video with an introduction to incorporating UniTask.
I've found you by accident while I was reading a post on reddit, I'm glad because I was just looking for some tutorials about exactly this. And you're video about lambda expression is really good too, I finally understand it better. Subscribed, I'll check more of your videos and I'm waiting for the next one
THANKS THANKS THANKS! Superclear and esaustive explanation of an a bit complex argument in an easy way! All teacher should explain like you! Thanks again!
Wow! It looks like Unity's C# now supports the full range of C# 8 functionality! That's a *monumental* improvement over the way it was the last time I used Unity! Way To Go Unity! By the way, I'm very sure the poster absolutely does not mean to suggest that sweeping incredibly inefficient code under the rug by sticking it in background threads is a great and wonderful approach to resolving performance issues. Please handle async with care! It's very easy to end up loading down all the cores and make your poor user's entire system bog down to a crawl. Operating systems should probably restrict any single app from completely loading down all the cores, but by and large they don't. I'm sure this was just a rough sample to demonstrate async, but please do be aware that the machine still does actually have to run your code, and most of the time you find yourself using a nested loop like that there is probably a much more efficient way to do what you're doing.
Thanks for the feedback. I have actually used this in a project and everything worked well ru-vid.com/group/PLcRSafycjWFceHTT-m5wU51oVlJySCJbr I still am not an expert on multithreading - I just saw than nobody mentions it and how to use it in Unity. If you know any good book about this topic let me know! I would love to improve my skills :)
Thank you once again, neat introduction! These shorter videos are nice, it is hard to invest hours of time into long series... even if topics covered in those series were interesting.
Thanks for the feedback! You might be right. I fear to become the next channel that creates "how to make box move in unity" vids or the examples will be too simple to be used in real code. Still I will try my best to learn how to make shorter videos without compromising the content!
Thanks for watching! You can find UniTask which seems to be better integrated version of Tasks github.com/Cysharp/UniTask I will do my best to post more about the topic of multithreading 😉
Hey! Yeah I kind of got distracted showing how to use this in my voxel tutorial ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-oWFJl56IL4Y.html and it took few months - long story short I forgot about part 2. Sorry about that!
I don't think so. Large objects or large number of unity's that needs to move are usually split into "batches" and instantiated / moved ex 5 per frame rather than 1000 all at once. This would be a job for coroutine. Basically some operations like *Instantiate* can only be done on the main thread. Usually multithreading is all about performing calculations. In my Make Minecraft in unity series (ru-vid.com/group/PLcRSafycjWFceHTT-m5wU51oVlJySCJbr) we perform calculations of parts of the procedural world using Tasks and this makes the game run smoother when moving around the map and loading new content. Hope it helps!
@@SunnyValleyStudio Aw sad not working! But thanks for the detailed explanation, it was awesome! Gonna check the Minecraft videos to see it better in practice.
Hi! Thanks a lot for your video. I have a question about something you did not cover. How do I block the main thread if the task has not been completed in X time or frames? I'm asking this because I'm trying to make a deterministic game, and I don't want any lag spike influencing the outcome of the game. I want to use this for heavy algorithms like pathfinding long distances. This is how I tried to accomplish that: public override void Update() { SetLightSourcePositions(); if (Time.frameCount % Constants.ShadowCalculateAfterFrames == 0) { List shadows = null; if (getShadowsTask != null) { if (getShadowsTask.Status == TaskStatus.Running) GameManager.Log.Error("Did not generate shadows in time."); shadows = getShadowsTask.GetAwaiter().GetResult(); RenderShadows(shadows); } else if (shadows == null) { shadows = new List(); } getShadowsTask = new Task(() => GetShadows(shadows, lightSources.ToArray())); getShadowsTask.Start(); } }
This results in the error being logged, but the new task being fired before the old one has finished. I instead want to block the main thread until the task is finished. How would you do that?
Hey! I am not that experienced with multithreading but what I would do is have 1) a thread that we run and that we have the CancalationToken reference to, 2) coroutine that would wait for the time limit and that would stop the thread At the same time keep in mind that you can just use a coroutine and split your algorithm into steps / batches of data. This way you could possibly return your best estimate of the result.
There are many different ways to check the performance (including the profiler in Unity). What I show in the video should be reliable to use anywhere where you only deal with the code.
This works well, but I am still stuck in my project. I can't call any unity functions without getting an error saying "[function] can only be called from the main thread". However, I need to run Unity methods asynchronously. I need to render a render texture and save it as a sprite. How can I do this without killing performance?
Hey! Things like "Instantiate() " or other native to unity methods can only be called from a main thread. Unity solves it by letting you call coroutine that do part of your task every frame ex create part of your map every frame (every X sec) instead of all the map immediately. If you have some calculations to do beforehand than it is best to run them on a separate thread. The solutions are - either wait for the separate thread to return you the data (how I do it using async await - you can also view section 3 of my voxel series to learn more about it) or you can create a Dispatcher that the threads will inform "please spawn object X" but its a hit more work. If you don't fancy doing a lot of reaserch use coroutines. Otherwise it really depends on what is your task. You may find Unity jobs to be a good solution.
You are right. Sorry if I made a mistake explaining it. I think Task.Run(..) make the code run on a separate thread but at the end of the day the Task class is responsible for "unblocking" the main "UI" thread whichever way is best.
Hey! In my 𝗛𝗼𝘄 𝘁𝗼 𝗺𝗮𝗸𝗲 𝗠𝗶𝗻𝗲𝗰𝗿𝗮𝗳𝘁 𝗶𝗻 𝘂𝗻𝗶𝘁𝘆 (about procedural voxel map generation) series I use it to generate the parts of the map that the player is getting closer to using the background thread. This was because I saw FPS drops when i did all this on the main thread. Generally you will not be able to use multithreading / job system unless you plan / develop your code for it. At the same time you always first create a single threaded game (with apps its easier because you know you need to fetch data from ex a server so you put it on the separate thread by default). After you know that you code is working but you can see a problem and you know it is YOU making a lot of calculation at the same time that is when you want multithreading. *With Unity jobs system it is a bit harder because they require you to use structs so if you don't plan for it from the start the refactoring process can take longer.
No. Sorry. I am usually developing high-level game mechanics so profiling isn't my strongest suit. I will take a look at it if that is what interes you. Thanks for a suggestion! :)
Are you sure? Check the documentation docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.task.run?view=net-6.0 "The examples show that the asynchronous task executes on a different thread than the main application thread." I might be wrong here ( but if it was the same thread it could not possibly work without clogging the main thread. I guess it is really up to the Task library to schedule it. I have used this in a working project and there is no way all the calculations were called on the main thread. ru-vid.com/group/PLcRSafycjWFceHTT-m5wU51oVlJySCJbr
@@SunnyValleyStudio By using async functions, u're on the same thread but u're spliting your expensive work along the core that's why your game is not freezing at all since u split the expensive work in different timeline on the same thread. You can measure that using Debug.Log("This code is running on thread: " + Thread.CurrentThread.Name); Or you can use unity profiler to see if it's on main thread or not.
@@SunnyValleyStudio "The examples show that the asynchronous task executes on a different thread than the main application thread." yes, but that's outside of unity. I think unity has it's own thread management that prevents tasks to run on different threads? I could be wrong though
Sorry about that. The simple example did not work well with the parallel code and I haven't yet found a good example to show it. Sorry about the delay.
Is there any difference between this compared to Unity's Job System? Because both seem to be handling stuffs via multi-threads. This method I guess might be preferable to some since its leveraging on C#'s abilities instead of Unity's Job System which is still in their so called "experimental" phase.
Hey! Job system forces you to design your code to be more data oriented (you have to use Native Arrays ets). When developing a game in OOP manner there and you discover a need for multithreading (you had to test your code on a single thread to know that right?) Job system kind of forces you to redesign you code. Async / Await also requires you to use immutable collections to output some data but they can still operate on objects so usually no code redesign is needed. On the other hand you have to manage (end) threads and handle how to cancel them. Jobs system is more integrated with Unity so if you know how it works you can design you code with it in mind. It should be easier to work with but you have to spend more time learning how to leverage it / how to design your code to work with it. This is just my opinion 🙂 I hope it helps!
Yeah I think so. Its the C# that handles how the code runs on different devices. Worst case (ex in WebGL I think) you will experience a lag because the code runs on the main thread.
Hey! Actually generating map using perlin noise is a decent example :) any procedural Generation st runtime, saving your game data or sending data over the network will block the main thread unless we use asynchronous programming. If it doesn't convinces you I will use the same thing for the upcoming procedural voxel world tutorial where I create new chunk data as the player moves around the world to make it infinite. I will be starting the series this or next week :)
It's a good example yes. but the way you're showing it, doesn't qualify as "practical" I wanna look at some proper projects not just a timer. Are you gonna use some of your previous procedural generation projects in the new series? Anyway looking forward to it. Keep up the good work!
I am pretty sure that a coroutine (if that's what you mean by Ienumerator) will freez your game when it runs when making any major calculations - ex generating procedural map in a Minecraft kind of game -> ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-oWFJl56IL4Y.html Anything simple would indeed benefit from a coroutine. Anything more demanding needs async or Job system.
@@filipeduraes3525 so if I call sleep() on main thread then Ienumerator will stop as well? As I understand, Await Async create new thread to execute method?
I have used async await my *Minecraft in Unity* series to prevent FPS drops when generating additional terrain. Here is the link ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-oWFJl56IL4Y.html