using UnityEngine; using Unity.Collections; using Unity.Jobs; class ApplyVelocitySample : MonoBehaviour { struct VelocityJob : IJob { // Jobs declare all data that will be accessed in the job // By declaring it as read only, multiple jobs are allowed to access the data in parallel [ReadOnly] public NativeArray velocity; // By default containers are assumed to be read & write public NativeArray position; // Delta time must be copied to the job since jobs generally don't have concept of a frame. // The main thread waits for the job on the same frame or the next frame, but the job should // perform work in a deterministic and independent way when running on worker threads. public float deltaTime; // The code actually running on the job public void Execute() { // Move the positions based on delta time and velocity for (var i = 0; i < position.Length; i++) position[i] = position[i] + velocity[i] * deltaTime; } } public void Update() { var position = new NativeArray(500, Allocator.Persistent); var velocity = new NativeArray(500, Allocator.Persistent); for (var i = 0; i < velocity.Length; i++) velocity[i] = new Vector3(0, 10, 0); // Initialize the job data var job = new VelocityJob() { deltaTime = Time.deltaTime, position = position, velocity = velocity }; // Schedule the job, returns the JobHandle which can be waited upon later on JobHandle jobHandle = job.Schedule(); // Ensure the job has completed // It is not recommended to Complete a job immediately, // since that gives you no actual parallelism. // You optimally want to schedule a job early in a frame and then wait for it later in the frame. jobHandle.Complete(); Debug.Log(job.position[0]); // Native arrays must be disposed manually position.Dispose(); velocity.Dispose(); } }