Coroutines are easy to write and can work with Unity API. They are not multi-threaded and their lifetime is tied to the component.
I use it mostly for animations and stuff that works with Unity API that needs to be called in main thread.
#Unity #programming #gamedev #indiedev
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Deze collectie tonenBedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Callbacks are easy, but when you need to wait for multiple events you can quickly get into a callback hell. I use it when the asynchronous flow is simple (only one event, no chaining events)
#Unity#indiedev#gamedev#programmingDeze collectie tonenBedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Async/Await makes the flow look synchronous which is easier to read and can use threads. However debugging is extremely hard and it hides exceptions. I use it to write a synchronous logic in an asynchronous context, e.g. network handshake
#Unity#indiedev#gamedev#programmingDeze collectie tonenBedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Reactive programming makes filtering events quick to write and can be multi-threaded. However too many events with a lot of filtering might quickly become unreadable. I use it if I need to filter some events (merge, select, validate, etc.)
#Unity#indiedev#gamedev#programmingDeze collectie tonenBedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Very informative Thanks. I have embedded it https://researchandprogram.blogspot.com/2017/09/unity-tips-and-tricks-unity-coding-tips.html …
#UnityTips#CSharp#UnityCodingTips -
Nice! Thank you :D
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