Creating a Small Helper Class to Safely Handle CancellationTokenSource Cancel and Dispose
Introduction When writing async code in Unity, you often end up working with...
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try { if(localStorage) { let currentUser = localStorage.getItem('current_user'); if (currentUser) { currentUser = JSON.parse(currentUser); if (currentUser.id === 3992439) { document.getElementById('article-show-container').classList.add('current-user-is-article-author'); } } } } catch (e) { console.error(e); } GameDevToolLab Posted on Jun 26 Creating a Small Helper Class to Safely Handle CancellationTokenSource Cancel and Dispose #csharp #dotnet #unity3d #canellationtokensource Introduction When writing async code in Unity, you often end up working with CancellationToken for loading, networking, Addressables, screen transitions, timeouts, and so on. The object you usually create for that is CancellationTokenSource, but it is surprisingly easy to handle it incorrectly.
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