Timeline for How to use Unity job system to do background work spanning multiple frames?
Current License: CC BY-SA 4.0
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Jun 28, 2022 at 13:33 | history | edited | arcadeperfect | CC BY-SA 4.0 |
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Jun 26, 2022 at 19:08 | comment | added | DMGregory♦ | The docs say "Calling Complete on a JobHandle returns ownership of that job’s NativeContainer types to the control thread. You need to call Complete on a JobHandle to safely access those NativeContainer types from the control thread again" | |
Jun 26, 2022 at 18:37 | comment | added | arcadeperfect | I added it. Perhaps it means that you can use this to force the jobs to start at a particular place in the logic rather than at the scheduler's own discretion? | |
Jun 26, 2022 at 18:32 | history | edited | arcadeperfect | CC BY-SA 4.0 |
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Jun 26, 2022 at 18:32 | comment | added | Philipp | If you got this from a doc, then it would be nice to link to it. | |
Jun 26, 2022 at 18:32 | comment | added | arcadeperfect | @Philipp It works without it. Docs said I need it. I'm not clear on what it's for if you don't need it in this case. | |
Jun 26, 2022 at 18:29 | history | edited | arcadeperfect | CC BY-SA 4.0 |
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Jun 26, 2022 at 18:21 | comment | added | Philipp |
And is the method scheduleLongJob() really necessary here? Can't you just do myJob = new LongJob().Schedule(); ?
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Jun 26, 2022 at 18:19 | comment | added | Philipp |
Do I see it correctly that the gist of this answer is to check jobHandle.IsCompleted in each Update instead of calling jobHandle.Complete() ? If yes, then you might want to write that in the answer.
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Jun 26, 2022 at 17:44 | history | edited | arcadeperfect | CC BY-SA 4.0 |
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Jun 26, 2022 at 17:29 | history | answered | arcadeperfect | CC BY-SA 4.0 |