From 0b16005f4becb47c2ca06a6c8e2db976c93e1a23 Mon Sep 17 00:00:00 2001 From: Alberto Date: Thu, 26 Sep 2024 22:33:37 +0200 Subject: [PATCH] Added a note for users using Unity 2023.1 or newer --- README.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/README.md b/README.md index c6eb446..277c0c6 100644 --- a/README.md +++ b/README.md @@ -526,6 +526,9 @@ It indicates when to run, you can check [PlayerLoopList.md](https://gist.github. In UniTask, await directly uses native timing, while `WithCancellation` and `ToUniTask` use specified timing. This is usually not a particular problem, but with `LoadSceneAsync`, it causes a different order of Start and continuation after await. So it is recommended not to use `LoadSceneAsync.ToUniTask`. +> Note: When using Unity 2023.1 or newer, ensure you have `using UnityEngine;` in the using statements of your file when working with new `UnityEngine.Awaitable` methods like `SceneManager.LoadSceneAsync`. +> This prevents compilation errors by avoiding the use of the `UnityEngine.AsyncOperation` version. + In the stacktrace, you can check where it is running in playerloop. ![image](https://user-images.githubusercontent.com/46207/83735571-83caea80-a68b-11ea-8d22-5e22864f0d24.png)