Contains extension methods for jobs implementing the IJob interface.
The methods in this extension class add an instance of a job to the work queue, while IJob.Execute defines how to perform an asynchronous task. Use IJobExtensions.ScheduleByRef to request asynchronous execution, or IJobExtensions.RunByRef to execute the job immediately on the main thread.
Additional resources: IJob.
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(); }
EarlyJobInit | Gathers and caches reflection data for the internal job system's managed bindings. |
Run | Performs the job's Execute method immediately on the same thread. |
RunByRef | Performs the job's Execute method immediately on the main thread. |
Schedule | Schedules the job for execution on a worker thread. |
ScheduleByRef | Schedules the job for execution on a worker thread. |