UniTask Async/Await for Unity
Overview
UniTask provides efficient async/await support for Unity with zero allocation, proper cancellation, and Unity lifecycle integration.
When to Use
- •Async operations in Unity (loading, networking, delays)
- •Replacing coroutines with async/await
- •Managing cancellation in MonoBehaviours
- •Async initialization patterns
- •Parallel async operations
Installation
json
// manifest.json "com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask"
Basic Patterns
Simple Async Method
csharp
public async UniTask LoadGameAsync()
{
await UniTask.Delay(1000); // 1 second delay
await LoadAssetsAsync();
await InitializeSystemsAsync();
}
Async with Return Value
csharp
public async UniTask<PlayerData> LoadPlayerAsync()
{
var json = await File.ReadAllTextAsync(path);
return JsonUtility.FromJson<PlayerData>(json);
}
Fire-and-Forget (Use Carefully!)
csharp
// ForgetTask() suppresses warnings but loses error handling
LoadGameAsync().Forget();
// Better: Use UniTaskVoid for true fire-and-forget
public async UniTaskVoid StartBackgroundTask()
{
try
{
await DoWorkAsync();
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
Cancellation Patterns
Basic CancellationToken
csharp
public class GameLoader : MonoBehaviour
{
private CancellationTokenSource _cts;
private void OnEnable()
{
_cts = new CancellationTokenSource();
LoadAsync(_cts.Token).Forget();
}
private void OnDisable()
{
_cts?.Cancel();
_cts?.Dispose();
_cts = null;
}
private async UniTask LoadAsync(CancellationToken ct)
{
await UniTask.Delay(1000, cancellationToken: ct);
// Work here...
}
}
Destroy CancellationToken (Preferred for MonoBehaviour)
csharp
public class Enemy : MonoBehaviour
{
private async UniTaskVoid Start()
{
// Automatically cancelled when GameObject destroyed
var ct = this.GetCancellationTokenOnDestroy();
while (!ct.IsCancellationRequested)
{
await UniTask.Delay(1000, cancellationToken: ct);
Patrol();
}
}
}
Linked Cancellation
csharp
public async UniTask DoWorkAsync(CancellationToken externalCt)
{
// Link external token with destroy token
var linkedCts = CancellationTokenSource.CreateLinkedTokenSource(
externalCt,
this.GetCancellationTokenOnDestroy()
);
try
{
await LongRunningTask(linkedCts.Token);
}
finally
{
linkedCts.Dispose();
}
}
Timeout
csharp
// Timeout with exception
await task.Timeout(TimeSpan.FromSeconds(5));
// Timeout without exception
var (hasValue, result) = await task.TimeoutWithoutException(TimeSpan.FromSeconds(5));
if (!hasValue)
{
Debug.Log("Operation timed out");
}
// Timeout with CancellationTokenSource
using var cts = new CancellationTokenSource(TimeSpan.FromSeconds(5));
await task.AttachExternalCancellation(cts.Token);
Unity Lifecycle Integration
Waiting for Frames
csharp
// Wait one frame await UniTask.Yield(); // Wait for end of frame await UniTask.WaitForEndOfFrame(); // Wait for fixed update await UniTask.WaitForFixedUpdate(); // Wait multiple frames await UniTask.DelayFrame(10); // Wait for specific player loop await UniTask.Yield(PlayerLoopTiming.PreUpdate);
Player Loop Timing Options
csharp
// Available timings: PlayerLoopTiming.Initialization PlayerLoopTiming.EarlyUpdate PlayerLoopTiming.FixedUpdate PlayerLoopTiming.PreUpdate PlayerLoopTiming.Update PlayerLoopTiming.PreLateUpdate PlayerLoopTiming.PostLateUpdate PlayerLoopTiming.TimeUpdate
Waiting for Conditions
csharp
// Wait until condition is true
await UniTask.WaitUntil(() => player.IsReady);
// Wait while condition is true
await UniTask.WaitWhile(() => isLoading);
// Wait until with cancellation
await UniTask.WaitUntil(
() => player.IsReady,
cancellationToken: ct
);
// Wait until with timeout
await UniTask.WaitUntil(() => player.IsReady)
.Timeout(TimeSpan.FromSeconds(10));
Waiting for Unity Events
csharp
// Wait for button click
await button.OnClickAsync();
// Wait for trigger enter
var other = await gameObject.OnTriggerEnterAsync();
// Wait for collision
var collision = await gameObject.OnCollisionEnterAsync();
// Wait for animation event
await animator.WaitForAnimationEvent("AttackHit");
Parallel Operations
WhenAll (Wait for All)
csharp
// Wait for all tasks to complete
var results = await UniTask.WhenAll(
LoadTexturesAsync(),
LoadAudioAsync(),
LoadConfigAsync()
);
// With different return types
var (textures, audio, config) = await UniTask.WhenAll(
LoadTexturesAsync(),
LoadAudioAsync(),
LoadConfigAsync()
);
WhenAny (Wait for First)
csharp
// Wait for first to complete
var (winIndex, result1, result2) = await UniTask.WhenAny(
TryServerAAsync(),
TryServerBAsync()
);
// Use winner
if (winIndex == 0)
{
UseResult(result1);
}
Throttling Parallel Operations
csharp
// Process with limited concurrency
var semaphore = new SemaphoreSlim(3); // Max 3 concurrent
await UniTask.WhenAll(items.Select(async item =>
{
await semaphore.WaitAsync();
try
{
await ProcessItemAsync(item);
}
finally
{
semaphore.Release();
}
}));
Coroutine Interop
Convert Coroutine to UniTask
csharp
// Wrap existing coroutine
await MyCoroutine().ToUniTask();
// With cancellation
await MyCoroutine().ToUniTask(cancellationToken: ct);
// From IEnumerator
IEnumerator LegacyCoroutine()
{
yield return new WaitForSeconds(1);
}
await LegacyCoroutine().ToUniTask();
Convert UniTask to Coroutine
csharp
// For APIs that require coroutines StartCoroutine(MyUniTask().ToCoroutine());
Async Trigger Components
csharp
// Add async triggers to GameObjects var trigger = gameObject.GetAsyncTriggerEnterTrigger(); // Wait for trigger var other = await trigger.OnTriggerEnterAsync();
Resource Loading
Addressables Integration
csharp
public async UniTask<T> LoadAssetAsync<T>(string address, CancellationToken ct)
{
var handle = Addressables.LoadAssetAsync<T>(address);
try
{
return await handle.ToUniTask(cancellationToken: ct);
}
catch (OperationCanceledException)
{
Addressables.Release(handle);
throw;
}
}
Scene Loading
csharp
public async UniTask LoadSceneAsync(string sceneName, CancellationToken ct)
{
await SceneManager.LoadSceneAsync(sceneName)
.ToUniTask(cancellationToken: ct);
}
// With progress
public async UniTask LoadSceneWithProgressAsync(string sceneName, IProgress<float> progress)
{
await SceneManager.LoadSceneAsync(sceneName)
.ToUniTask(progress: progress);
}
Asset Bundle Loading
csharp
public async UniTask<AssetBundle> LoadBundleAsync(string url, CancellationToken ct)
{
var request = UnityWebRequestAssetBundle.GetAssetBundle(url);
await request.SendWebRequest().ToUniTask(cancellationToken: ct);
if (request.result != UnityWebRequest.Result.Success)
{
throw new Exception(request.error);
}
return DownloadHandlerAssetBundle.GetContent(request);
}
Error Handling
Try-Catch Pattern
csharp
public async UniTask SafeLoadAsync()
{
try
{
await LoadDataAsync();
}
catch (OperationCanceledException)
{
// Expected when cancelled - don't log as error
Debug.Log("Load cancelled");
}
catch (Exception ex)
{
Debug.LogException(ex);
ShowErrorUI();
}
}
SuppressCancellationThrow
csharp
// Returns (isCancelled, result) instead of throwing
var (cancelled, result) = await LoadAsync()
.SuppressCancellationThrow();
if (cancelled)
{
return; // Graceful exit
}
ProcessResult(result);
Exception Handling in WhenAll
csharp
// Collect all exceptions
try
{
await UniTask.WhenAll(tasks);
}
catch (AggregateException ae)
{
foreach (var ex in ae.InnerExceptions)
{
Debug.LogException(ex);
}
}
Progress Reporting
IProgress<float>
csharp
public async UniTask LoadWithProgressAsync(IProgress<float> progress, CancellationToken ct)
{
var items = await GetItemsAsync();
for (int i = 0; i < items.Count; i++)
{
await ProcessItemAsync(items[i], ct);
progress?.Report((float)(i + 1) / items.Count);
}
}
// Usage
var progress = new Progress<float>(p => loadingBar.value = p);
await LoadWithProgressAsync(progress, ct);
Custom Progress
csharp
public struct LoadProgress
{
public string CurrentItem;
public int Loaded;
public int Total;
public float Percent => (float)Loaded / Total;
}
public async UniTask LoadAsync(IProgress<LoadProgress> progress)
{
var items = await GetItemsAsync();
for (int i = 0; i < items.Count; i++)
{
progress?.Report(new LoadProgress
{
CurrentItem = items[i].Name,
Loaded = i + 1,
Total = items.Count
});
await ProcessItemAsync(items[i]);
}
}
UniTask vs Task
When to Use UniTask
csharp
// Unity main thread operations await UniTask.Delay(1000); // Use UniTask await UniTask.Yield(); // Use UniTask await SceneManager.LoadSceneAsync(s); // Use UniTask // Fire and forget in Unity DoWorkAsync().Forget(); // UniTask only
When to Use Task
csharp
// Pure .NET operations (no Unity API) await File.ReadAllTextAsync(path); // Task is fine await Task.Run(() => HeavyComputation()); // Task for thread pool // Converting var result = await task.AsUniTask(); // Task to UniTask var task = unitask.AsTask(); // UniTask to Task
Common Pitfalls
Pitfall 1: Missing CancellationToken
csharp
// BAD: No cancellation, leaks when object destroyed
public async UniTaskVoid Start()
{
await UniTask.Delay(10000);
DoSomething(); // May crash if destroyed
}
// GOOD: Use destroy token
public async UniTaskVoid Start()
{
await UniTask.Delay(10000, cancellationToken: destroyCancellationToken);
DoSomething();
}
Pitfall 2: Forget Without Error Handling
csharp
// BAD: Exceptions silently swallowed
DoWorkAsync().Forget();
// GOOD: Handle errors
async UniTaskVoid DoWorkSafe()
{
try
{
await DoWorkAsync();
}
catch (Exception ex) when (!(ex is OperationCanceledException))
{
Debug.LogException(ex);
}
}
DoWorkSafe().Forget();
Pitfall 3: Blocking on Main Thread
csharp
// BAD: Blocks main thread var result = LoadAsync().GetAwaiter().GetResult(); // GOOD: Await properly var result = await LoadAsync();
Pitfall 4: Unnecessary Allocations
csharp
// BAD: Allocates closure await UniTask.Delay(1000).ContinueWith(_ => DoSomething()); // GOOD: Just await await UniTask.Delay(1000); DoSomething();
Best Practices
- •Always use CancellationToken for MonoBehaviour async methods
- •Use GetCancellationTokenOnDestroy() for automatic cleanup
- •Handle OperationCanceledException separately from other exceptions
- •Prefer UniTask over Task for Unity operations
- •Use WhenAll for parallel operations
- •Report progress for long-running operations
- •Use SuppressCancellationThrow for optional cancellation handling
- •Avoid Forget() without proper error handling
Performance Tips
- •UniTask is struct-based (zero allocation when awaited directly)
- •Avoid unnecessary
.AsTask()conversions - •Use
UniTask.Yield()instead ofawait UniTask.Delay(0) - •Pool
CancellationTokenSourcefor high-frequency operations - •Use
UniTaskCompletionSourcefor custom async patterns