EasyTimeSlicing makes it easy to slice heavy tasks into consequent game frames to execute and helps to keep the game running smoothly and avoid janks or spikes.
There are often problems that have to execute a large number of tasks in a short period (like in a few frames), which, if not handled properly, can cause jank and reduce the performance of the game.
Here's a common scenario that is to load some areas, including terrain, vegetation, buildings, and NPCs. We will test with two cases, first loading 3 areas and then 10 areas.
Now we have the following codes:
public IEnumerator LoadAreas1(List<int> requestedAera)
{
foreach (var area in requestedAera)
{
AreaInfo info = GetAreaInfo(area);
LoadTerrain(info);
LoadVegetation(info);
LoadBuildings(info);
LoadNPC(info);
yield return null;
}
}
Job completed in a few frames, and the profiler shows like this, jank and spikes are obvious:
(The top image is for 3 aeras, and the bottom is for 10 areas)
Now we try to spread the task over more frames:
public IEnumerator LoadAreas2(List<int> requestedAera)
{
foreach (var area in requestedAera)
{
AreaInfo info = GetAreaInfo(area);
LoadTerrain(info);
yield return null;
LoadVegetation(info);
yield return null;
LoadBuildings(info);
yield return null;
LoadNPC(info);
yield return null;
}
}
Now it's getting smooth, but the time per frame may be underused:
(The top image is for 3 aeras, and the bottom is for 10 areas)
Here comes your new choice, EasyTimeSlicing makes it easier to slice a task into separate frames and also make the most of those frames.
public SliceableTask LoadAreas3(List<int> requestedAera)
{
List<Action> tasks = new List<Action>();
foreach (var area in requestedAera)
{
AreaInfo info = GetAreaInfo(area);
tasks.Add(() => LoadTerrain(info));
tasks.Add(() => LoadVegetation(info));
tasks.Add(() => LoadBuildings(info));
tasks.Add(() => LoadNPC(info));
}
return new SliceableTask(0.010f, tasks);
}
And the diagram:
(The top image is for 3 aeras, and the bottom is for 10 areas)
There are no big spikes, and the time per frame is better utilized.
The following chart is a summary that compares the three solutions in each cases:
frame count (3 areas) | longest frame (3 areas) | frame count (10 areas) | longest frame (10 areas) | |
---|---|---|---|---|
LoadAreas1 | 3 | 23.81ms (42FPS) | 10 | 27.84ms (36FPS) |
LoadAreas2 | 12 | 12.75ms (78FPS) | 40 | 12.06ms (83FPS) |
LoadAreas3 | 7 | 11.92ms (84FPS) | 21 | 12.55ms (80FPS) |
Another practical application is to reduce the jank caused by object instantiation, by spreading the instantiating tasks over multiple frames while limiting the maximum execution time in one frame.
private void RunInstantiateTask()
{
// omitted code...
new SliceableTask(executionTime, InstantiateItem2);
}
private IEnumerator InstantiateItem2()
{
// omitted code...
int index = 0;
while (index < total)
{
if (index < 0 || index >= total)
{
yield break;
}
// omitted code...
GameObject go = Instantiate(prefab, this.transform);
index++;
yield return null;
}
}
Clone this repository and copy it to your project folder, or add https://github.com/aillieo/EasyTimeSlicing.git#upm
as a dependency in the Package Manager window.
There are two ways to slice tasks: creating a single SliceableTask
at once or adding tasks to a SliceableTaskQueue
. Assume that you have functions named Action0
, Action1
, Action2
..., and that's what you are trying to execute in several frames.
There are 4 methods to create a SliceableTask
, use the constructor with different arguments. The max time for execution must be given. And the task will start to execute once constructed.
- create with array or list of
Action
:
SliceableTask task1 = new SliceableTask(0.01f, Action0, Action1, Action2);
// or
SliceableTask task2 = new SliceableTask(0.01f, new List<Action>
{
Action0,
Action1,
Action2
});
- with a state machine function:
private bool StateMachineFunc(ref int state)
{
switch (state)
{
case 0:
Action0();
state++;
return false;
case 1:
Action1();
state++;
return false;
case 2:
Action2();
state++;
return true;
}
throw new Exception($"invalid state {state}");
}
// then use it:
SliceableTask task = new SliceableTask(0.01f, 0, StateMachineFunc);
- with another form of state machine function:
private int state = 0;
private bool StateMachineFunc()
{
switch (state)
{
case 0:
Action0();
state++;
return false;
case 1:
Action1();
state++;
return false;
case 2:
Action2();
state++;
return true;
}
throw new Exception($"invalid state {state}");
}
// then use it:
SliceableTask task = new SliceableTask(0.01f, StateMachineFunc);
- with a function containing enumerable logic:
private IEnumerator EnumFunc()
{
Action0();
yield return null;
Action1();
yield return null;
Action2();
yield return null;
}
// then use it:
SliceableTask task = new SliceableTask(0.01f, EnumFunc);
When trying to cancel a task:
// SliceableTask task = ...
task.Cancel();
You can create a SliceableTaskQueue
and add actions to it continuously.
SliceableTaskQueue queue = new SliceableTaskQueue(0.003f);
Once you have a SliceableTaskQueue
, you can add tasks and queue them up simply with desired priority.
// SliceableTask task1 = ...
queue.Enqueue(task1, SliceableTaskQueue.Priority.High);
// or
// SliceableTask task2 = ...
var handle = queue.EnqueueWithHandle(task2, SliceableTaskQueue.Priority.High);
With a Handle
, you can cancel a queued task when necessary. A queued task can be canceled only if it is not executed yet.
handle.Cancel();