Yoshifumi Kawai

Results 361 comments of Yoshifumi Kawai

In R3, FirstAsync or LastAsync allows you to decide which way to wait. Usually in conver to Task, the code expects Last, but First is often more useful. It is...

I think it's a good idea to add (TState, Func) overloads throughout.

UniTask itself does not have a predefined position. However, if you specify a PlayerLoopTiming(for example Delay), it will run at that specific point in the PlayerLoop.

It doesn't seem like an appropriate scenario to make it awaitable with UniTask. Are there any special use cases?

Thanks, I think this is not a good method name and should be changed to `SelectAwait`.

For ***Async, we expect Task to be the return value. The rule we use in Async LINQ is to use ***Await if we receive an async function as an argument...

The additional slight rotation at the end mimics the UnitySynchronizationContext. https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Export/Scripting/UnitySynchronizationContext.cs#L117 Whether the current UniTask behavior is really appropriate is debatable.

I have started using physx-rs(physx-sys) in C# for the purpose of utilizing a physics engine. With my [csbindgen](https://github.com/Cysharp/csbindgen) project, I was able to automatically generate complete bindings. https://github.com/Cysharp/csbindgen/blob/main/dotnet-sandbox/libphysx_csbindgen.cs Thank you...

need to track this? https://github.com/EmbarkStudios/physx-rs/issues/186