The Reactive Extensions (Rx) is a library for composing asynchronous and event-based programs using observable sequences and LINQ-style query operators. Here is an overview of Rx with examples at the end.
This document discusses using UniRx (Reactive Extensions for Unity) to make asynchronous network requests in a reactive and error-handling manner. Key points include:
1. Wrapping ObservableWWW requests in an ObservableClient to handle errors, timeouts, and retries in a consistent way across methods.
2. Using LINQ operators like Select, Catch, and Timeout to process the network response and handle errors in a reactive pipeline.
3. Implementing more complex retry logic by publishing and connecting an observable to retry requests automatically.
4. Combining multiple asynchronous requests using WhenAll to run them in parallel.
This document introduces UniRx, which brings reactive extensions to Unity using C#. It discusses problems with using coroutines and callbacks for asynchronous code in Unity. UniRx uses IObservable to asynchronously handle network requests, events, and multithreading in a way that is composable, separates concerns, and avoids callback hell. It provides additional methods for Unity like ObservableMonoBehaviour and converting callbacks to observables. The conclusion is that UniRx is better than coroutines or tasks for asynchronous and reactive programming in Unity.
Reactive Programming by UniRx for Asynchronous & Event ProcessingYoshifumi Kawai
This document introduces Reactive Programming and UniRx, which is a Reactive Extensions (Rx) library for Unity. It discusses how Rx allows for better event handling and asynchronous programming in Unity by treating events as observable sequences. UniRx brings the benefits of Rx such as LINQ-style querying and orchestration of events and asynchronous operations to Unity. It is available on GitHub and the Unity Asset Store for free.
The Reactive Extensions (Rx) is a library for composing asynchronous and event-based programs using observable sequences and LINQ-style query operators. Here is an overview of Rx with examples at the end.
This document discusses using UniRx (Reactive Extensions for Unity) to make asynchronous network requests in a reactive and error-handling manner. Key points include:
1. Wrapping ObservableWWW requests in an ObservableClient to handle errors, timeouts, and retries in a consistent way across methods.
2. Using LINQ operators like Select, Catch, and Timeout to process the network response and handle errors in a reactive pipeline.
3. Implementing more complex retry logic by publishing and connecting an observable to retry requests automatically.
4. Combining multiple asynchronous requests using WhenAll to run them in parallel.
This document introduces UniRx, which brings reactive extensions to Unity using C#. It discusses problems with using coroutines and callbacks for asynchronous code in Unity. UniRx uses IObservable to asynchronously handle network requests, events, and multithreading in a way that is composable, separates concerns, and avoids callback hell. It provides additional methods for Unity like ObservableMonoBehaviour and converting callbacks to observables. The conclusion is that UniRx is better than coroutines or tasks for asynchronous and reactive programming in Unity.
Reactive Programming by UniRx for Asynchronous & Event ProcessingYoshifumi Kawai
This document introduces Reactive Programming and UniRx, which is a Reactive Extensions (Rx) library for Unity. It discusses how Rx allows for better event handling and asynchronous programming in Unity by treating events as observable sequences. UniRx brings the benefits of Rx such as LINQ-style querying and orchestration of events and asynchronous operations to Unity. It is available on GitHub and the Unity Asset Store for free.
This document contains a list of 30 Unity assets available for purchase on the Unity asset store. The assets cover a range of categories including GUI, AI, animation, VFX, bullets/projectiles, editors, and more. Each asset listing includes the category, creator, price, URL, and sometimes additional details like included file types or number of included items.
- This document contains numbers, symbols and abbreviations.
- Sections are delineated with bullet points and dashes.
- The formatting includes numbers, letters, punctuation and special characters with no clear narrative or context provided.
The document lists the names and URLs of 10 different Unity assets. It includes assets for effects packs, character models, game engines, and toolkits. Each asset name is listed along with its URL on the Unity asset store.
The document lists the names and URLs of 16 Unity asset store products, including AnyPortrait, CTAA Cinematic Temporal Anti-Aliasing, Curved UI, EasyRoads3D Pro, Medieval City Pack, Modern City Environment, Modern City Night, Modular Dungeon Pack, Modular Fantasy Town, Night City Pack, Odin - Inspector and Serializer, Photon PUN+, Puppet3D, Shadero Sprite, Very Animation, and Victorian Alleys. Each product listing includes the name and URL on separate lines.
IoTビジネス共創ラボ第1回 xR(VR/AR/MR) WG 勉強会説明資料Takashi Jona
Unity is a game engine that was used to create the "Adam" realtime demo and the animated film "The GIFT". It provides libraries, SDKs, and APIs to developers for building games and other interactive content across multiple devices.
The document contains a list of 18 Unity asset URLs. Each line contains the name of an asset followed by its URL. Some of the assets listed include AnyPortrait, Cardboard VR Simple Sports, DOTween Pro, Living Particles, Low Poly Cave Environment, and Vertex Tools Pro.
This document contains information about various technologies and companies. It discusses Unity, an engine for building 3D and VR/AR applications, and AVA.Inc, a company that develops VR avatars. It also mentions MonsterX, a USB 3.0 hub, and Sknet-web, a Japanese company that sells PCs and components. Several technologies are listed but not described in detail.