Version: 2019.2
LanguageEnglish
  • C#

IJob

interface in Unity.Jobs

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

IJob allows you to schedule a single job that runs in parallel to other jobs and the main thread.

When a job is scheduled, the job's Execute method will be invoked on a worker thread. The returned JobHandle can be used to ensure that the job has completed. Or it can be passed to other jobs as a dependency, thus ensuring the jobs are executed one after another on the worker threads.

using UnityEngine;
using Unity.Collections;
using Unity.Jobs;

class ApplyVelocitySample : MonoBehaviour { struct VelocityJob : IJob { // Jobs declare all data that will be accessed in the job // By declaring it as read only, multiple jobs are allowed to access the data in parallel [ReadOnly] public NativeArray<Vector3> velocity;

// By default containers are assumed to be read & write public NativeArray<Vector3> position;

// Delta time must be copied to the job since jobs generally don't have concept of a frame. // The main thread waits for the job on the same frame or the next frame, but the job should // perform work in a deterministic and independent way when running on worker threads. public float deltaTime;

// The code actually running on the job public void Execute() { // Move the positions based on delta time and velocity for (var i = 0; i < position.Length; i++) position[i] = position[i] + velocity[i] * deltaTime; } }

public void Update() { var position = new NativeArray<Vector3>(500, Allocator.Persistent);

var velocity = new NativeArray<Vector3>(500, Allocator.Persistent); for (var i = 0; i < velocity.Length; i++) velocity[i] = new Vector3(0, 10, 0);

// Initialize the job data var job = new VelocityJob() { deltaTime = Time.deltaTime, position = position, velocity = velocity };

// Schedule the job, returns the JobHandle which can be waited upon later on JobHandle jobHandle = job.Schedule();

// Ensure the job has completed // It is not recommended to Complete a job immediately, // since that gives you no actual parallelism. // You optimally want to schedule a job early in a frame and then wait for it later in the frame. jobHandle.Complete();

Debug.Log(job.position[0]);

// Native arrays must be disposed manually position.Dispose(); velocity.Dispose(); } }

Public Methods

ExecuteImplement this method to perform work on a worker thread.