How to Safely Call Unity API Functions from Non-Main Threads?
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 APIImplement the following steps:
Create a staticcalled
to store the operation that needs to be performed in the main thread.- Copy to the local list (
actionQueuesUpdateFunc
) and perform these operations.List<Action>
Create a loss -loss Boolean value ( - ) to indicate when the function is operated to execute when the function is operated.
actionQueuesUpdateFunc
actionCopiedQueueUpdateFunc
Call the main thread function -
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 });
How to use <使用>
Action rot = Rotate; UnityThread.executeInUpdate(rot); void Rotate() { // 函数代码 }
Initialize in <初> :
UnityThread.executeCoroutine(myCoroutine()); IEnumerator myCoroutine() { // 协程代码 }
-
Awake()
Perform in <执>:UnityThread
UnityThread.initUnityThread();
- Execute the code in <执>:
-
Update
UnityThread.executeInUpdate(() => { // Update 代码 });
-
Update
Action rot = Rotate; UnityThread.executeInUpdate(rot); void Rotate() { // 方法代码 }
-
LateUpdate
Additional description <附>
UnityThread.executeInLateUpdate(() => { // LateUpdate 代码 });
- .
-
FixedUpdate
This solution uses a single instance for all scripts.
UnityThread.executeInFixedUpdate(() => { // FixedUpdate 代码 });
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