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

IJobForExtensions.ScheduleByRef

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static Unity.Jobs.JobHandle ScheduleByRef(ref 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.

This variant passes the job struct by reference instead of by value, which can be faster than IJobForExtensions.Schedule for larger job structs. Note that worker threads always operate on a local copy of the job struct.

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.