An interface that allows you to schedule a single job that runs in parallel to other jobs and the main thread.
After a job is scheduled, the job's Execute method is invoked on a worker thread. You can use the returned JobHandle to make sure that the job
has completed. You can also pass the JobHandle to other jobs as a dependency, which ensures that jobs are executed one after another on the worker threads.
Additional resources: IJobForExtensions.ScheduleByRef
struct ApplyVelocityJob : IJob { // Jobs declare all data that will be accessed in the job // By declaring it as read only, multiple jobs are allowed to access the data in parallel [ReadOnly] public NativeArray<Vector3> velocity; // By default containers are assumed to be read & write public NativeArray<Vector3> position; // Delta time must be copied to the job since jobs generally don't have concept of a frame. // The main thread waits for the job on the same frame or the next frame, but the job should // perform work in a deterministic and independent way when running on worker threads. public float deltaTime; // The code actually running on the job public void Execute() { // Move the positions based on delta time and velocity for (var i = 0; i < position.Length; i++) position[i] = position[i] + velocity[i] * deltaTime; } } public void ApplyVelocity() { var position = new NativeArray<Vector3>(500, Allocator.Persistent); var velocity = new NativeArray<Vector3>(500, Allocator.Persistent); for (var i = 0; i < velocity.Length; i++) velocity[i] = new Vector3(0, 10, 0); // Initialize the job data var job = new ApplyVelocityJob() { deltaTime = Time.deltaTime, position = position, velocity = velocity }; // If this job required a previous job to complete before it could safely begin execution, // we'd use its handle here. For this simple case, there are no job dependencies, // so a default JobHandle is sufficient. JobHandle dependencyJobHandle = default; // Schedule the job, returns the JobHandle which can be waited upon later on JobHandle jobHandle = job.ScheduleByRef(dependencyJobHandle); // Ensure the job has completed // It is not recommended to Complete a job immediately, // since that gives you no actual parallelism. // You optimally want to schedule a job early in a frame and then wait for it later in the frame. // Ideally this job's JobHandle would be passed as a dependency to another job that consumes the // output of this one. If the output of this job must be read from the main thread, you should call // Complete() on this job handle just before reading it. jobHandle.Complete(); // Once the job is complete, the expected processing should have occurred. for (var i = 0; i < velocity.Length; i++) Assert.AreEqual(Time.deltaTime * velocity[i].y, position[i].y); // Native arrays must be disposed manually position.Dispose(); velocity.Dispose(); }
Execute | Implement this method to perform work on a worker thread. |