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Releases: Cysharp/UniTask

Ver 2.0.1-preview2

06 May 22:32
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Ver 2.0.1-preview2 Pre-release
Pre-release

This version is preview, if you want to use stable version, check 1.3.1.

2.0.x has many breaking changes, see 2.0.0-preview1 release notes.

  • Improve AsyncTrigger performance
  • Brings back UniTask<T> -> UniTask implicit conversion

Ver 2.0.0-preview1

05 May 18:22
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Ver 2.0.0-preview1 Pre-release
Pre-release

This version is preview, if you want to use stable version, check 1.3.1.

This release will improve performance, especially memory allocation.
The automatic reuse mechanism has achieved zero allocation in most use cases.
However, it has many breaking changes.

  • Namespace change: UniRx.Async -> Cysharp.Threading.Tasks
  • All UniTask/UniTask<T> can not await twice(will throw exception), Reusable Promise is discontinuance
  • All UniTask Factory method(such as UniTask.Delay) run immediately(same as standard Task, previously it does not run before call await)
  • Add UniTask.Preserve, it converts to allow multiple await
  • Almost UniTask methods and AsyncMethodBuilder's runner automatically reuse(zero allocation)
  • UniTask.Lazy returns AsyncLazy<T>
  • DelayFrame return type is changed from UniTask<int> to UniTask
  • Add UniTask.Create
  • UniTask accepts new IUniTaskSource instead of IAwaiter
  • Add UniTask.VoidAction, UniTask.VoidUnityAction
  • WhenAny return type is changed to (int winArgumentIndex, T1 result1, T2 result2, ...)
  • UniTaskCompletionSource can reuse by .Reset()
  • Add AutoResetUniTaskCompletionSource
  • UniTaskScheduler.UnobservedExceptionWriteLogType's default is changed to LogType.Exception
  • JobHandle await extension does not accept CancellationToken
  • Add JobHandle.WaitAsync
  • Add new last PlayerLoopTimings (PlayerLoopTiming.LastPostLateUpdate is same as WaitForEndOfFrame)
  • All Trigger method combinates GetAsync***Trigger and Get***AsyncHandler and ***Async.
  • Improved UniTaskTracker Window, enable a jump to the source file
  • Support addressable await(AsyncOperationHandle and AsyncOpereationHandle<T>)

Reports are welcome, please comment on the this issue below.
#61

Ver 1.3.1

26 Apr 12:52
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Fix when attaching debugger and step-over(F10) in await, crashes the Unity Editor, thanks @UnityAlex
Fix timeoutTask continues to remain. #65, thanks @vc-kusuha

Ver 1.3.0

16 Apr 12:08
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Improvement

Support Editor runner, thanks @BattlefieldNoob #37
Support await to AssetBundleCreateRequest, thanks @NewbieGameCoder #46
Support disable domain unload, thanks @elringus #52
Add UPM support, see ReadMe #upm-package seciton.

Braking Changes

Tracker window menu from Window -> UniRx -> UniTask Tracker to Window -> UniTask Tracker
GetCancellationTokenOnDestroy move from UniRx.AsyncTriggers to UniRx.Async
Fix typo, AddCancellationTriggerOnDestory -> AddCancellationTriggerOnDestroy, thanks @vc-kusuha #44

Ver 1.2.0

20 Sep 12:17
50ba93f
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Fix OnCompleted won't be called on UniTask.ToObservable() when UniTask.IsCompleted == true #30, thanks @jimmylovesiren
Add ToUniTask for AssetBundleRequest. #24, thanks @yKimisaki

Ver 1.1.0

28 Jun 12:04
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Fix: Fixed nested IEnumerator does not consumed #23, thanks @TamuraKazunori
Improvement: Prevent UnitTasks from continuing after exiting play mode #22, thanks @joelmalone

Ver 1.0.0

06 Jun 02:55
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Separated from UniRx and some bug fixes.