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How to Safely Call Unity API Functions from Non-Main Threads?

Mary-Kate Olsen
Release: 2025-01-31 12:01:09
Original
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How to Safely Call Unity API Functions from Non-Main Threads?

Use Unity API from other threads or call functions in the main thread

Question

In a separate thread, using Unity's socket API may cause errors, especially when updating the UI element from the sub -thread. Due to thread security problems, the Unity API calls performed from non -main threads will trigger abnormalities.

Solution

Call the Unity API

Implement the following steps:

Create a static

called

to store the operation that needs to be performed in the main thread.
  1. Copy to the local list (actionQueuesUpdateFunc) and perform these operations. List<Action>
  2. Create a loss -loss Boolean value (
  3. ) to indicate when the function is operated to execute when the function is operated. actionQueuesUpdateFunc actionCopiedQueueUpdateFunc
  4. Call the main thread function
  5. noActionQueueToExecuteUpdateFunc Update The function to call the function from a separate thread:

or, pass the function as a parameter:

Operating corporation in the main thread

UnityThread.executeInUpdate(() =>
{
    // 在主线程中执行的代码
});
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For the coroutine: <对于>

How to use <使用>
Action rot = Rotate;
UnityThread.executeInUpdate(rot);

void Rotate()
{
    // 函数代码
}
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Initialize in <初> :

UnityThread.executeCoroutine(myCoroutine());

IEnumerator myCoroutine()
{
    // 协程代码
}
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Execute the code in <执>:

  1. Awake() Perform in <执>: UnityThread
UnityThread.initUnityThread();
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    Execute the code in <执>:
  1. Update
UnityThread.executeInUpdate(() =>
{
    // Update 代码
});
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Execute the code in <执>:
  1. Update
Starting the coroutine:
Action rot = Rotate;
UnityThread.executeInUpdate(rot);

void Rotate()
{
    // 方法代码
}
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  1. LateUpdate Additional description <附>
In order to improve performance, if not needed, please comment
UnityThread.executeInLateUpdate(() =>
{
    // LateUpdate 代码
});
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and
    .
  1. FixedUpdate This solution uses a single
  2. instance for all scripts.
UnityThread.executeInFixedUpdate(() =>
{
    // FixedUpdate 代码
});
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