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How Can I Safely Access the Unity API from Separate Threads?

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2025-01-31 12:06:15469browse

How Can I Safely Access the Unity API from Separate Threads?

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Introduction

The tasks of coordinating the main threads and other threads in Unity need to consider carefully. This article will discuss the reliable method of solving this problem.

Question description

Because Unity's design aims to prevent such operations, accessing Unity API directly from individual threads will cause abnormalities. UnityThread script solves this problem by promoting communication between threads.

Solution: Unitythread script

This script provides a method or corporate method in the update, Lateupdate, and Fixedupdate functions of the main thread.

Initialization:
    UNITYTHREAD.InitunityThread () is called in the AWAKE () function.
  • Execute operations in the main thread:

  • Using unitythread.executeinUpdate () to perform operations in update (). Using unityThread.executeinLeUpdate () to perform operations in LateUpdate ().

      Using unitythread.executeinfixedupdate () to perform operations in FIXEDUPDATE ().
    • Execute the coroutine in the main thread:
  • Use unityThread.executeCoroutine () to start the corporate.

      Use examples
    Execute the rotation transformation in the main thread:

    The function in the main thread from separate threads:
  • <code class="language-c#">  UnityThread.executeInUpdate(() => transform.Rotate(new Vector3(0f, 90f, 0f)));</code>
  • Perform code from the Lateupdate function alone: ​​
  • <code class="language-c#">  Action rot = Rotate;
      UnityThread.executeInUpdate(rot);
    
      void Rotate() { transform.Rotate(new Vector3(0f, 90f, 0f)); }</code>
  • Started from the main thread from individual threads:
  • <code class="language-c#">  UnityThread.executeInLateUpdate(() => { /* 相机移动代码 */ });</code>
  • Disable the unwanted execution function to optimize performance:
  • <code class="language-c#">  UnityThread.executeCoroutine(myCoroutine());
    
      IEnumerator myCoroutine() { Debug.Log("Hello"); yield return new WaitForSeconds(2f); Debug.Log("Test"); }</code>

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