Publisher | Glitched Polygons |
---|---|
File size | 3.72MB |
Number of files | 24 |
Latest version | V1.0 |
Latest release date | 2017-06-30 05:49:24 |
First release date | 2017-06-30 05:49:24 |
Supported Unity versions | 2018.4.2 or higher |
MethodQ is a simple API that allows you to delay method calls in your code for a
specific amount of seconds.
___________________________
It was created with maximum flexibility, performance, ease of use and extensibility in mind. The idea behind it is to avoid having to write coroutines for everything that needs time control in your code.
With MethodQ you can add method calls that take 0, 1, 2 or 3 parameters (or even more if needed) of any given type to an execution queue with a specified delay.
The queue takes care of calling your methods at the correct time without you having to keep track of anything. The whole timing thing in scripting (and scripting as a whole) becomes so much more pleasant with MethodQ!
Pending invocations can also be cancelled, changed or postponed. It’s as simple as writing one single line of code! And speaking of code: the entire source code is provided, such that you can extend MethodQ to your needs and smoothly integrate it into your projects.
The entire codebase is written in C# and in the simplest possible way. It’s well commented and equipped with detailed and extensive xml documentation compatible with IntelliSense.
You can have as many method queues in your scenes as you need, but in general one queue per scene is enough.
MethodQ is 100% thread safe (because it runs on the main Unity thread). It’s no hack, no strange multithreaded approach, just a coroutine based API!
___________________________
It was created with maximum flexibility, performance, ease of use and extensibility in mind. The idea behind it is to avoid having to write coroutines for everything that needs time control in your code.
With MethodQ you can add method calls that take 0, 1, 2 or 3 parameters (or even more if needed) of any given type to an execution queue with a specified delay.
The queue takes care of calling your methods at the correct time without you having to keep track of anything. The whole timing thing in scripting (and scripting as a whole) becomes so much more pleasant with MethodQ!
Pending invocations can also be cancelled, changed or postponed. It’s as simple as writing one single line of code! And speaking of code: the entire source code is provided, such that you can extend MethodQ to your needs and smoothly integrate it into your projects.
The entire codebase is written in C# and in the simplest possible way. It’s well commented and equipped with detailed and extensive xml documentation compatible with IntelliSense.
You can have as many method queues in your scenes as you need, but in general one queue per scene is enough.
MethodQ is 100% thread safe (because it runs on the main Unity thread). It’s no hack, no strange multithreaded approach, just a coroutine based API!