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How is this expected behavior? Do you mean when the playmode is exited, some of the long running user scripts belonging to the current playmode...
I just installed b10, and this is confirmed. On a related note: is it easy to add an option in the "Player Settings" under "Configuration", where...
From this page: http://www.mono-project.com/docs/about-mono/releases/5.10.0/, it seems that Mono has gained better C# 7 support as of 2018, and...
I accidentally discovered this: https://github.com/mono/mono/issues/6854 This makes me excited.
With the advent of asynchronous programming pattern with .NET, using a thread to offload a "blocking" operation to another thread is never a good...
:) - I actually quoted "fix", meaning that the Unity Synchronization Context is not an invention of Unity, but a customization point of TAP that...
Asynchronous programming is meant for asynchronous stuff. Probably the best example is network data handling, while your code logic is mostly...
Just being informational: async/await is a great thing, and it works great under Unity. The catch is that you probably need to understand the...
Also, if you rely on the Start method to do a lot of initialization, and now you are changing your Start method to be "async void", you might run...
Just chiming in here: to make sure your async code runs on the Unity main thread (UnityAsyncContext), two ways to change the "Start" method: 1....
I don't really care about slower compilation time *to start with* - I guess a lot of people would prefer to have C# 7.x support as early as...
using System.Threading.Tasks; using UnityEngine; public class Test : MonoBehaviour { void Start() { TestAsync(); }...
ValueTuple is just one example, it's good that there is library support, but I do look forward to the compiler support so I can actually write:...
It's great that 2018.1 comes with netstandard 2.0 support. And there was mentioning about using Roslyn as the new compiler that comes with the...