What is UniTaskVoid?
See original GitHub issueSo why do we need UniTaskVoid
? After reading README and googling I still cannot understand its purpose.
It seems like it is a UniRx replacement for async void
but you still need to .Forget()
it - you can do the same with UniTask
. Apart from that, you can’t use it for Unity events like Start
.
Also, I’m using async void Start
in conjuction with UniRx, are there any downsides of it?
Issue Analytics
- State:
- Created 4 years ago
- Reactions:3
- Comments:8 (2 by maintainers)
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Top GitHub Comments
TL;DR I think you can use
private async void Start()
, but calling a function that returnsUniTaskVoid
is better practice.Disclaimer: not an expert, take with a grain of salt.
In principal
async void Start()
works. The task is scheduled and executed by the Unity main game loop. The main concern here is exception handling. Considerand compare with
In the first case, the exception bubbles up to the Unity game loop where it is caught and logged and sent to UnityAnalytics. In the second case, it is caught by the UniTask library and logged by UniTaskScheduler where you can also configure the log level for this (warning by default). If
OnStart()
would returnUniTask
, the exception would only be logged with the next garbage collection, which happens at some undefined time in the future. Could also callForget()
on it or wrap it inUniTask.Void
to prevent this.Unity is special, because of the main game loop where all exceptions are caught. But in general, it is good practice to avoid
async void
, because when you kick off a task and don’t await it and it throws, the exception can get lost. And even if you were to wrap the starting of the task in a try/catch, the exception would ‘sneak out’ and crash your app. You want to make sure you know what happens with any exceptions that are thrown. I think with UniTask exceptions don’t get lost, because the tasks are executed via the Unity game loop. Soasync void
is maybe not quite as dangerous. Since Unity has no async/await built in, we cannot avoidasync void
completely, anyway. With UniTaskVoid and UniTask.Void, the place where theasync void
actually happens is within the library code and handled there. I think it is good to avoidasync void
in your own code as good as you can and useUniTaskVoid
instead.unfortunately
async void
is system reserved so can not replace. for eventhandlingotherwise use
Forget()
.