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Package details
- Latest version
- 1.01
- Last updated
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- Unity version
- 2022.3.13 or later
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- Search for threading
- Search for repeatable task
- Search for execution tasks with quota
- Search for execution quota
- Search for multithreading
- Search for Asynchronous
- Search for asynchronous tasks
- Search for repeatable job
- Search for coroutine
- Search for task scheduler
- Search for thread
- Search for job queue
JobProcessor - Threading Toolkit
Lightweight threading toolkit for Unity. Schedule delayed/repeating jobs, run heavy work off the main thread, safely marshal results to the main thread, cap per-frame time, and cancel jobs anytime.
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About this asset
JobProcessor & AsyncProcessor are battle-tested Unity scripts for simple, reliable multithreading. Offload expensive tasks to background threads, then deliver results to Unity’s main thread safely and predictably - without scene clutter or custom components.
From the publisher's Asset Store listing.
Technical details
- Works across build targets. Designed for both Mono and IL2CPP builds and tested in real commercial titles since 2015.
- Schedule jobs with precise timing. Use QueueJob to run a job after a delay (ms) or as a repeating job (fixed count or endless) - perfect for polling, periodic autosave, telemetry pings, timed gameplay events, etc.
- Cancel anything, anytime. Store the returned jobId and stop jobs on demand (CancelJob, CancelAllJobs) - ideal for scene unloads, menu transitions, or aborting outdated async requests.
- Batch per-frame work. Register FrameListeners to coalesce many small tasks into a single per-frame execution, reducing overhead and avoiding GC churn from scattered callbacks.
- Control performance spikes. Set a per-frame execution quota (µs) so main-thread jobs never blow your frame budget. Tune it per platform or scene to keep frame times stable.
- Centralized error handling. Plug in a global exception handler to capture, log, and recover from job exceptions without crashing gameplay.
- Run work off the main thread. Offload heavy tasks (pathfinding, procedural generation, compression/decompression, JSON/XML parsing, save/load, network message processing) to background threads via AsyncProcessor to keep your frame rate smooth.
- Marshal results back to Unity`s main thread. Post callbacks to the main thread via JobProcessor for safe interaction with Unity APIs (instantiate objects, update UI, modify Scene/Components) without UnityException: get_isPlaying can only be called from the main thread.