The await
operator suspends execution of the enclosing async method, which allows the calling thread to perform other work while waiting. When the awaited Task
or Awaitable
completes, the asynchronous code needs to resume and continue its execution from the point it was suspended. How asynchronous code resumes can have important effects on the function and performance of your application.
Information about the state code was in when it began awaiting is referred to as the synchronization context. The .NET platform provides the SynchronizationContext
class for capturing this type of information. Task
continuations run in the synchronization context from which the asynchronous method was called, or through the thread pool if no synchronization context was set.
Most Unity APIs aren’t thread-safe and can only be called from the main thread. For this reason, Unity overwrites the default SynchronizationContext
with a custom UnitySynchronizationContext
to ensure all .NET Task
continuations in both Edit mode and Play mode run on the main thread by default. If you call a Task
-returning method from the Unity main thread, the continuation is posted to the UnitySynchronizationContext
and runs on the next frame Update
tick on the main thread. If you call it from a background thread, it completes on a thread pool thread.
Capturing a synchronization context increases the performance overhead of your application and waiting for the next frame Update to resume on the main thread introduces latency at scale. You can avoid both these issues by using Awaitable
instead.
Unless documented otherwise, all Awaitable
instances returned by Unity APIs complete on the main thread, so there is no need to capture a synchronization context. Awaitable
continuations run synchronously when the operation completes, which means the code can resume immediately and doesn’t have to wait for the next frame.
You can explicitly override the default continuation behavior with Awaitable.BackgroundThreadAsync
. The following example specifies that the Awaitable
completes on a background thread:
private async Awaitable<float> DoHeavyComputationInBackgroundAsync()
{
await Awaitable.BackgroundThreadAsync();
// do some heavy math here
return 42; // this will make the returned awaitable complete on a background thread
}
public async Awaitable Start()
{
var computationResult = await DoHeavyComputationInBackgroundAsync();
await SceneManager.LoadSceneAsync("my-scene"); // this will fail as SceneManager.LoadAsync only works from main thread
}
Setting the Awaitable
to complete on a background thread in this case creates a problem. When the Start
method resumes on the background thread, the next call to SceneManager.LoadSceneAsync
fails because SceneManager.LoadSceneAsync
only works on the main thread.
To fix a situation like this, you can use Awaitable.MainThreadAsync
to make your Awaitable
-returning methods complete on the main thread by default while still providing options for background thread work. In the following example, DoHeavyComputationInBackgroundAsync
does some work on the background thread before completing on the main thread by default. The continueOnMainThread
parameter gives callers the option to complete on a background thread when appropriate, such as when chaining heavy compute operations:
private async Awaitable<float> DoHeavyComputationInBackgroundAsync(bool continueOnMainThread = true)
{
await Awaitable.BackgroundThreadAsync();
// do some heavy math here
float result = 42;
// by default, switch back to main thread:
if(continueOnMainThread){
await Awaitable.MainThreadAsync();
}
return result;
}
public async Awaitable Start()
{
var computationResult = await DoHeavyComputationInBackgroundAsync();
await SceneManager.LoadSceneAsync("my-scene"); // this is ok!
}
Note: Unity doesn’t automatically stop code running in the background when you exit Play mode. To cancel a background operation on exiting Play mode, use Application.exitCancellationToken
.
It’s most efficient to call await Awaitable.MainThreadAsync()
from the main thread and await Awaitable.BackgroundThreadAsync()
from a background thread because in each case the code resumes immediately on completion. If you switch back to the main thread from a background thread with MainThreadAsync
, your code can’t resume until the next frame update on the main thread.
If you call a Task
-returning API from the main thread and it doesn’t complete synchronously, you’ll need to wait at least for the next Update
tick (33ms at 30fps) for the continuation to run. If network latency is a concern, it’s recommended to do this off the main thread and use custom logic to synchronize between the main thread and networkingThe Unity system that enables multiplayer gaming across a computer network. More info
See in Glossary tasks.
In development buildsA development build includes debug symbols and enables the Profiler. More info
See in Glossary, Unity displays the following error message if you try to use Unity APIs in multithreaded code:
UnityException: Internal_CreateGameObject can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
Important: For performance reasons, Unity doesn’t check for multithreaded behavior in non-development builds and doesn’t display this error in live builds. While Unity doesn’t prevent execution of multithreaded code in these contexts, crashes and other unpredictable errors are likely if you do use multiple threads. Instead of using your own multithreading, it’s safer to use Unity’s job system. The job system uses multiple threads safely to execute jobs in parallel and achieve the performance benefits of multithreading. For more information, refer to Job system overview.
Unity’s Awaitable
class is better suited to the following scenarios than the job system:
However, it’s not recommended for shorter-lived operations such as parallelizing computationally-intensive algorithms. To get the most of multi-core CPUs and parallelize your algorithms, use the job system instead.
AwaitableCompletionSource
and AwaitableCompletionSource<T>
allow creation of Awaitable
instances where completion is raised from user code. For example, this can be used to implement user prompts without having to implement a state machine to wait for the user interaction to finish:
public class UserNamePrompt : MonoBehavior
{
TextField _userNameTextField;
AwaitableCompletionSource<string> _completionSource = new AwaitableCompletionSource<string>();
public void Start()
{
var rootVisual = GetComponent<UIDocument>().rootVisualElement;
var userNameField = rootVisual.Q<TextField>("userNameField");
rootVisual.Q<Button>("OkButton").clicked += ()=>{
_completionSource.SetResult(userNameField.text);
}
}
public Awaitable<string> WaitForUsernameAsync() => _completionSource.Awaitable;
}
...
public class HighScoreRanks : MonoBehavior
{
...
public async Awaitable ReportCurrentUserScoreAsync(int score)
{
_userNameOverlayGameObject.SetActive(true);
var prompt = _userNameOverlayGameObject.GetComponent<UserNamePrompt>();
var userName = await prompt.WaitForUsernameAsync();
_userNameOverlayGameObject.SetActive(false);
await SomeAPICall(userName, score);
}
}