WaitUntil with buildin Delay
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Description
I have a few non-reactive properties I need to await to continue my logic that are not time-critical. I would like to trade quick responses for efficiency by skipping a few frames before checking again, but I see no buildin way of doing that.
Simple checks are fine as is, e.g. await UniTask.WaitUntil(() => _readyToRespawn);. Don't actually need it every frame, but it's cheap enough that I don't care.
My problem is more expensive checks. I have resorted to the two-liner below for now, but I think it would be nice to have this kind of delay as a parameter instead. Might also offer some additional performance improvements by relaxing timings internally for UniTask as well?
// cheaper alternative to waitUntil for expensive operation
while (Vector3.Distance(drone.transform.position, transform.position) < safetyDistance)
await UniTask.Delay(100);
WaitUntilValueChanged might want the same extension, but I couldn't find docs to look into it more.
Feel free to close if this is out of scope.
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Research direction
Start by reading the existing UniTask.WaitUntil API and its usage, then compare it with WaitUntilValueChanged and the documented behavior. Define how an optional delay or skipped-frame check should work for expensive predicates, and consider whether both APIs should support it; done means the requested non-every-frame waiting behavior is available and documented.
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Assessment
- Tech stack
- csharp, unity
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 48/100