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im wrapping up a museum installation that successfully used nas.sr/ajeeb-coroutines/ at scale. it was such a positive experience that ive started recreating those semantics on top of c#'s async/await and it worked in unity for the first time this morning!
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async/await already works in unity, but the semantics i am trying to recreate allow for: first class schedules, tasks that can be independently advanced, and straightforward cancellation (without cancellation tokens)