├── .gitignore ├── Assets ├── UnityThreadQueue.meta └── UnityThreadQueue │ ├── Example.meta │ ├── Example │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── AsyncSample.prefab │ │ ├── AsyncSample.prefab.meta │ │ ├── SyncSample.prefab │ │ └── SyncSample.prefab.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── Example.unity │ │ └── Example.unity.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── AsyncSample.cs │ │ ├── AsyncSample.cs.meta │ │ ├── SyncSample.cs │ │ └── SyncSample.cs.meta │ ├── Scripts.meta │ └── Scripts │ ├── UnityThreadQueue.cs │ └── UnityThreadQueue.cs.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # Exclude temp nibs and swap files 2 | *~.nib 3 | *.swp 4 | 5 | # Exclude OS X folder attributes 6 | .DS_Store 7 | 8 | # Unity 9 | *.unityproj 10 | *.sln 11 | *.pidb 12 | *.pidb.meta 13 | *.userprefs 14 | *.csproj 15 | Temp 16 | Library 17 | 18 | # Exclude the build directory 19 | build/* 20 | 21 | # Exclude user-specific XCode 3 and 4 files 22 | *.mode1 23 | *.mode1v3 24 | *.mode2v3 25 | *.xcodeproj/* 26 | !*.xcodeproj/project.pbxproj 27 | !*.xcodeproj/default.* 28 | *.xcworkspace/* 29 | !*.xcworkspace/contents.xcworkspacedata 30 | 31 | # Android 32 | .classpath 33 | .project 34 | bin/* 35 | gen/* 36 | libs/* 37 | obj/* 38 | 39 | # etc 40 | tags 41 | 42 | LocalCache/ 43 | 44 | AdjustPostBuildiOSLog.txt 45 | AdjustPostBuildAndroidLog.txt 46 | 47 | current_platform.txt 48 | Library_iOS 49 | Library_Android 50 | 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-------------------------------------------------------------------------------- /Assets/UnityThreadQueue/Example/Scenes/Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7d2cb07043dfe4721b8dbaaba9b9d511 3 | timeCreated: 1500788477 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UnityThreadQueue/Example/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e02fcf5d64b74e42839ba9536c984b0 3 | folderAsset: yes 4 | timeCreated: 1500792598 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityThreadQueue/Example/Scripts/AsyncSample.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Threading; 4 | using UnityEngine; 5 | 6 | public class AsyncSample : MonoBehaviour { 7 | private int counter = 0; 8 | 9 | void Start () { 10 | // first task 11 | UnityThreadQueue.Instance.Enqueue (() => { 12 | for(int i = 0;i < 10;++i){ 13 | Thread.Sleep(1000); 14 | counter++; 15 | } 16 | }); 17 | // second task 18 | UnityThreadQueue.Instance.Enqueue (() => { 19 | counter = -129389152; 20 | Thread.Sleep(3000); 21 | }); 22 | } 23 | 24 | void OnGUI() { 25 | if (UnityThreadQueue.Instance.ExistQueueEvent) { 26 | GUI.Label (new Rect (300, 0, 200, 200), counter.ToString ()); 27 | } else { 28 | GUI.Label (new Rect (300, 0, 200, 200), "complete!!!!"); 29 | } 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /Assets/UnityThreadQueue/Example/Scripts/AsyncSample.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 71af1ee4d0bf249388e64b33bfb3fd80 3 | timeCreated: 1500792618 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityThreadQueue/Example/Scripts/SyncSample.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.Threading; 5 | using UnityEngine; 6 | using UnityEngine.UI; 7 | 8 | public class SyncSample : MonoBehaviour { 9 | [SerializeField] private Text counterText; 10 | 11 | void Start () { 12 | // first task 13 | UnityThreadQueue.Instance.Enqueue (() => { 14 | for(int i = 0;i < 10;++i){ 15 | Thread.Sleep(1000); 16 | } 17 | }); 18 | StartCoroutine (SyncCorutine ()); 19 | } 20 | 21 | private IEnumerator SyncCorutine(){ 22 | while (UnityThreadQueue.Instance.ExistQueueEvent) { 23 | yield return null; 24 | } 25 | counterText.text = "complete"; 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/UnityThreadQueue/Example/Scripts/SyncSample.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b02dd6d9658c4ac28e3c72cbff751d2 3 | timeCreated: 1500794092 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityThreadQueue/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ba0a7d554c07b4f6693b9edbca5a3eca 3 | folderAsset: yes 4 | timeCreated: 1511835353 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityThreadQueue/Scripts/UnityThreadQueue.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Threading; 4 | 5 | public class UnityThreadQueue : IDisposable{ 6 | private static UnityThreadQueue instance; 7 | 8 | public static UnityThreadQueue Instance{ 9 | get 10 | { 11 | if (instance == null){ 12 | instance = new UnityThreadQueue(); 13 | } 14 | return instance; 15 | } 16 | } 17 | 18 | private UnityThreadQueue(){ 19 | ThreadPool.QueueUserWorkItem(new WaitCallback(Execute)); 20 | } 21 | 22 | private Queue taskQueue = new Queue(); 23 | private volatile bool isExistQueueEvent = false; 24 | private volatile bool running = true; 25 | private ManualResetEvent queueEvent = new ManualResetEvent(false); 26 | 27 | private void Execute(object o){ 28 | while (queueEvent.WaitOne()){ 29 | if (!running) { break; } 30 | 31 | Action actor = null; 32 | lock (taskQueue){ 33 | if (taskQueue.Count > 0){ 34 | actor = taskQueue.Dequeue(); 35 | }else{ 36 | isExistQueueEvent = false; 37 | queueEvent.Reset(); 38 | } 39 | } 40 | if (actor != null){ 41 | try{ 42 | actor(); 43 | }catch (Exception exception){ 44 | lock (taskQueue) { 45 | running = false; 46 | taskQueue.Clear (); 47 | } 48 | } 49 | } 50 | } 51 | } 52 | 53 | public bool ExistQueueEvent{ 54 | get{ 55 | return isExistQueueEvent; 56 | } 57 | } 58 | 59 | public void Enqueue(Action task) 60 | { 61 | lock (taskQueue) 62 | { 63 | taskQueue.Enqueue(task); 64 | queueEvent.Set(); 65 | isExistQueueEvent = true; 66 | } 67 | } 68 | 69 | public void Dispose(){ 70 | running = false; 71 | isExistQueueEvent = false; 72 | queueEvent.Set(); 73 | } 74 | } -------------------------------------------------------------------------------- /Assets/UnityThreadQueue/Scripts/UnityThreadQueue.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f6faa9e7b93854711813eee6b0687b64 3 | timeCreated: 1500792583 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 taptappun 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 0 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # What is This 2 | It is Library that performs processing in the background in Unity. 3 | It is used the [Thread](https://en.wikipedia.org/wiki/Thread_(computing), "Thread") and [Queue](https://en.wikipedia.org/wiki/Queue_(abstract_data_type) "Queue") system. 4 | 5 | # Install 6 | Since unitypackage is in release tag, install it. 7 | https://github.com/TakuLibraries/UnityThreadQueue/releases 8 | 9 | # Usage 10 | Created samples with AsyncSample.cs (asynchronously) and SyncSample.cs (synchronized ones), as a example. 11 | So for details, please look over there. 12 | 13 | * Basic usage 14 | 15 | ````csharp 16 | UnityThreadQueue.Instance.Enqueue (() => { 17 | //Please describe what you want to do asynchronously here 18 | }); 19 | ```` 20 | 21 | * the property that determines whether there is a process being executed asynchronously (Thread) 22 | 23 | ````csharp 24 | public bool UnityThreadQueue.Instance.ExistQueueEvent; 25 | ```` 26 | 27 | * An example of combining the above two and synchronizing with the processing done in Thread 28 | 29 | ````csharp 30 | void Start(){ 31 | UnityThreadQueue.Instance.Enqueue (() => { 32 | //Please describe what you want to do asynchronously here 33 | }); 34 | StartCoroutine (SyncCorutine()); 35 | } 36 | 37 | private IEnumerator SyncCorutine(){ 38 | while (UnityThreadQueue.Instance.ExistQueueEvent) { 39 | yield return null; 40 | } 41 | // Write the process you want to write after synchronizing 42 | } 43 | ```` 44 | 45 | # Others 46 | 47 | I wrote a more detailed article, However it is in Japanese. 48 | http://qiita.com/taptappun/items/debb9d36099184a0b92e 49 | 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