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Question by pavank1 · Dec 06, 2017 at 05:43 PM · coroutinethreads

running a blocking operation outside of main thread

I would like to perform a long blocking operation repeatedly -

Essentially take a screen grab, run a few operations, return back to the UI, update it and then repeat the process all over again.

What is the best procedure for this?


I used threads from here - https://answers.unity.com/questions/357033/unity3d-and-c-coroutines-vs-threading.html But they did not work as expected had issues with memory management and calling .


I tried to use InvokeRepeating with coroutines but have not been able to do it


A few lines in pseudocode that I have tried -

 void  Awake() {
     InvokeRepeating("DoJob", 0.0f , 10.0f);
 }
 //version 1
 void DoJob(){
     //Long job // blocks thread
 }
 //version 2
 void DoJob(){
     myJob.Start (); // memory problems
 }

I am a noob and trying to look to learn how to go about this. Any pointers or resources will be extremely helpful

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Answer by Dinosaurs · Dec 06, 2017 at 07:56 PM

You can use the standard C# threading APIs in Unity, but you won't have access to the Unity API (ie, no reference to GameObjects, Vector3, etc). Coroutines aren't really threaded; they just perform operations over multiple frames. See this answer for a lot more detail.

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avatar image Invertex · Sep 22, 2019 at 01:50 PM 0
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$$anonymous$$inor correction, you can use Vector3 and pretty much any other struct from Unity in threads, since they are value types.

Now that we have ECS/Job/Busrt system though it's a great alternative to classic C# multi-threading approach with much higher performance potential.

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