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unity3d-async-task's Issues

WebGL

I have a prototype WebGL dll. It does not support background threads at all. For instance the WWW object even has to use a html-javascript plugin to do its thing.

There is a conflict with the two dlls since they use the same namespace. This is a known issue on Unity's end and they are working to resolve the issue. When they fix the bug (Unity 5.1 ?) I will release support for WebGL.

Run<bool, bool> Async

it seems like Run is async but "Run(bool, bool) is not? is this a bug or am i doing something wrong? thanks

using Foundation.Tasks;
using UnityEngine;
public class TestTask : MonoBehaviour
{
    [ContextMenu("Work0")]
    public void Work0()
    {
        // works, animation continues
        UnityTask.Run(RealWork).ContinueWith(t => Debug.Log("Done!"));
    }
    [ContextMenu("Work1")]
    public void Work1()
    {
        // does not work. animation freezes
        UnityTask<bool>.Run<bool, bool>(RealWork, false).ContinueWith(t => Debug.Log("Done! " + t.Result));
    }
    private bool RealWork(bool test)
    {
        RealWork();
        return test;
    }
    private void RealWork()
    {
        const int count = 100;
        for (var y = 0; y < count; y++)
        {
            for (var x = 0; x < count; x++)
            {
                Debug.Log(new Vector2(x, y));
            }
        }
    }
}

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