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Migration from UniTask

Valkarn Tasks is API-compatible with UniTask in most common cases. This guide covers the differences.

Type rename

UniTaskValkarn Tasks
UniTaskValkarnTask
UniTask<T>ValkarnTask<T>
UniTaskCompletionSourceValkarnTaskCompletionSource
UniTaskCompletionSource<T>ValkarnTaskCompletionSource<T>

Namespace

// Before
using Cysharp.Threading.Tasks;

// After
using UnaPartidaMas.Valkarn.Tasks;

Auto-cancel

UniTask requires manual CancellationTokenSource management. Valkarn Tasks generates it:

// UniTask (manual)
public class EnemyAI : MonoBehaviour
{
CancellationTokenSource _cts;

void OnEnable() => _cts = new CancellationTokenSource();
void OnDestroy() => _cts.Cancel();

async UniTaskVoid Chase(CancellationToken ct)
{
while (!ct.IsCancellationRequested)
{
Move();
await UniTask.Yield(ct);
}
}
}

// Valkarn Tasks (source-generated)
public partial class EnemyAI : MonoBehaviour
{
async ValkarnTask Chase()
{
while (true)
{
Move();
await ValkarnTask.Yield(); // cancels automatically on Destroy
}
}
}

PlayerLoop timings

Valkarn Tasks expands from 10 to 16 timings. All UniTask timings map directly:

UniTaskValkarn Tasks
PlayerLoopTiming.InitializationPlayerLoopTiming.Initialization
PlayerLoopTiming.LastInitializationPlayerLoopTiming.LastInitialization
PlayerLoopTiming.EarlyUpdatePlayerLoopTiming.EarlyUpdate
PlayerLoopTiming.FixedUpdatePlayerLoopTiming.FixedUpdate
PlayerLoopTiming.UpdatePlayerLoopTiming.Update
PlayerLoopTiming.LastUpdatePlayerLoopTiming.LastUpdate
PlayerLoopTiming.PreLateUpdatePlayerLoopTiming.PreLateUpdate
PlayerLoopTiming.LastPostLateUpdatePlayerLoopTiming.LastPostLateUpdate

New in Valkarn Tasks: PreUpdate, LastPreUpdate, LastPreLateUpdate, PostLateUpdate, TimeUpdate, LastTimeUpdate.

Fire-and-forget

// UniTask
UniTask.Void(async () => { ... });

// Valkarn Tasks
ValkarnTask.Forget(MyMethod());
// or decorate the method:
[FireAndForget]
async ValkarnTask MyMethod() { ... }

What's better in Valkarn Tasks

  • Auto-cancel via source generator — no boilerplate
  • 17 analyzer rules — catch bugs at compile time
  • Burst / ECS — native timer heap, async ECS systems
  • 6 extra PlayerLoop timings
  • Thread-aware pool — no atomics on main thread