Unity package for running dotnet
Task<T> scoped to Unity components.
Common problem with using c#
async methods in Unity is that they have no concept of a component
So unlike Coroutines when you 'start' a
task and then destroy the component (by loading a new scene for example) the task does not stop.
Most of the time leading to
UnityEngine.MissingReferenceException when you try to access members
of the component after it has been destroyed on the Unity side. And as a workaround you have to
write ugly '
if (!this) return;' guards after every await.
This library aims to fix that problem by allowing you to run tasks 'on' your
MonoBehaviour with very
similar behaviour as Unity's
Basic Azure pipeline for running tests: Pipeline.