Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

IJobForExtensions.Schedule

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Declaration

public static Unity.Jobs.JobHandle Schedule(T jobData, int arrayLength, Unity.Jobs.JobHandle dependency);

Parameters

jobData The job and data to schedule.
arrayLength This job's Execute method will be called this many times, with its index argument ranging from 0 to (arrayLength - 1). Typically, this corresponds to the length of an array or array-like container passed in the job struct, but this is not necessarily the case.
dependency The JobHandle of the job's dependency. You can use dependencies to make sure that a job executes on worker threads after the dependency has completed execution and two jobs that read or write to same data don't run in parallel.

Returns

JobHandle The JobHandle of the scheduled job. You can use the JobHandle as a dependency for a later job or to make sure that the job completes on the main thread.

Description

Schedules the job for execution on a worker thread.

For large job structs, use IJobForExtensions.ScheduleByRef to avoid any large pass-by-values.

This variant processes all loop elements in a single worker thread. To distribute the work across multiple worker threads, use IJobForExtensions.ScheduleParallelByRef.

Additional resources: IJobFor.