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A bunch of code to make using async-await easier in Unity3D

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```await new WaitForBackgroundThread();``` hangs without warning on WebGL. This pull request ensures that an exception is thrown when using this method on WebGL platforms, and provides a way to fallback...

I hacked this by making SyncContextUtil.Install public and calling it in my tests SetUp method, but I don't know if there's a better way?

I've created this as an issue with Unity, as it is to do with their implementation of the `SynchronizationContext`; but it appears setting `Time.timeScale = 0f` delays the continuations being...

There are a lot of small memory allocs happening in a lot of areas. We avoid a lot of these allocs by using a static memory pool