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Question by mentics · Jan 20, 2020 at 08:25 AM · dots

How to run a long running job with ECS?

I have seen information talking about long running jobs in ECS, but have found no example. Just trying to not return the jobHandle from onUpdate does not work.

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Answer by mentics · Jan 20, 2020 at 08:27 AM

Here is an example:

 using Unity.Collections;
 using Unity.Entities;
 using Unity.Jobs;
 
 public class TestAsync2System : JobComponentSystem {
     int count = 0;
     JobHandle jobHandle;
 
     protected override JobHandle OnUpdate(JobHandle inputDependencies) {
         if (count == 0) {
             schedule(inputDependencies);
             UnityEngine.Debug.Log("inc count: "+count);
             count++;
         } else {
             if (jobHandle.IsCompleted) {
                 UnityEngine.Debug.Log("completed: "+count);
                 jobHandle.Complete();
                 count = 0;
             }
         }
         return inputDependencies;
     }
 
     private void schedule(JobHandle inputDependencies) {
         NativeArray<bool> result = new NativeArray<bool>(1, Allocator.Persistent);
         result[0] = false;
         jobHandle = Job.WithDeallocateOnJobCompletion(result).WithCode(() => {
             for (long i = 0; i < 100000000; i++) {}
             result[0] = true;
         }).Schedule(inputDependencies);
     }
 }

I'm not sure if that NativeArray should be necessary, but without it, it gives a burst error (but maybe that is a bug that will be resolved later).

More details here: https://forum.unity.com/threads/looking-for-example-how-to-do-a-long-running-job.812031/

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