Closed Nomad1108 closed 1 month ago
I don't know why, but it seems that the initialization process is not working properly and the insertion of UniTaskRunner into PlayerLoop is not working in some cases. If you explicitly initialize it when starting up, it should work.
Thanks for the tip, strangely I can no longer reproduce these issues today, whereas the only change I made was to add Debug.Log("UniTaskPlayerLoop ready? " + PlayerLoopHelper.IsInjectedUniTaskPlayerLoop());
in Awake.
Since it was returning "True" both in editor and in the dev build I finally removed this line and my methods kept working fine! I presume Unity didn't import UniTask properly in my previous builds...
I've got this ShowHint() method in my HintVisualizer.cs where I tried to implement UniTask:
1. Replacing Tween.Delay with UniTask.Delay
Becomes:
Produces the following error in Android Logcat when buiding on my Pixel 7 (targeting API level 34 = Android 14):
2. Replacing async void with async UniTaskVoid
Becomes:
Produces the following error in Android Logcat when buiding on my Pixel 7 (targeting API level 34 = Android 14):
Context
Version Unity 2022.3.38f1 - UniTask 2.5.5
Player Settings
Build Settings