Scripting API

JobHandle

struct in Unity.Jobs · UnityEngine.CoreModule

10 of 10 of Unity's membersUnity's documentation
In Tassix

A scheduled job (or a combination of jobs) to wait on or depend on.

Properties 1

bool IsCompleted { get; }

Methods 7

static bool CheckFenceIsDependencyOrDidSyncFence(JobHandle jobHandle, JobHandle dependsOn)

True if dependsOn is jobHandle or one of its dependencies (or already completed).

static JobHandle CombineDependencies(JobHandle job0, JobHandle job1)
static JobHandle CombineDependencies(JobHandle job0, JobHandle job1, JobHandle job2)
static JobHandle CombineDependencies(NativeArray<JobHandle> jobs)
static JobHandle CombineDependencies(NativeSlice<JobHandle> jobs)
void Complete()

Waits for the job and gives the main thread back the containers it (and its dependencies) used.

static void CompleteAll(ref JobHandle job0, ref JobHandle job1)
static void CompleteAll(ref JobHandle job0, ref JobHandle job1, ref JobHandle job2)
static void CompleteAll(NativeArray<JobHandle> jobs)
bool Equals(JobHandle other)
bool Equals(object? obj)
int GetHashCode()
static void ScheduleBatchedJobs()

Operators 2

static bool operator !=(JobHandle a, JobHandle b)
static bool operator ==(JobHandle a, JobHandle b)