Hello! I have a strange problem with unity that i can’t find any clue about the source of that. when i use some mixture of TAP (Async) and EAP and multi-threading, i run into a problem: unity player doesn’t work but build works well!
I don’t have a exact sample code, and i’m not a professional at multi-threading and concurrent programming. but i know one thing: my code is correct and woks well in a C# application and also in PC or Android build. but it doesn’t work in unity player. i guess it stops when first event get called form another thread.
in this thread i like to discuss about restrictions of using Asynchronous Programming Patterns in unity and also the unity player limitations over build.
If you can’t show the specific code, I’d recommend creating a simplified version of that code. If you’re saying that doing a certain multi-threaded operation causes the game not to work in Play Mode, then perhaps you can create a really simple version of that code in a new project to demonstrate the behavior. Maybe just spin up a new thread, and have it do nothing, if that’s enough to reproduce the issue. From that point, you could either post the code, or report a bug if it’s reliably broken.
Well, you can try submitting a bug report with your repro project. I personally would never try to use Windows Forms within a Unity project, and I have no idea whether that’s at all viable. Do you have some particular requirement to use Windows Forms here? That seems very strange to me.
Anyway, I don’t have much advice to offer here, other than finding a different way to do what you’re trying to do that’s more along the lines of how things are done in Unity.