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Unity Engine


ScheduleParallel<T>(T, int, int, JobHandle)

Schedules the job to execute concurrently on multiple worker threads.
Read time 1 minuteLast updated 12 days ago

Definition

  • Type: Method
  • Namespace: Unity.Jobs
  • Assembly: UnityEngine.CoreModule
public static JobHandle ScheduleParallel<T>(this T jobData, int arrayLength, int innerloopBatchCount, JobHandle dependency) where T : struct, IJobFor

Parameters

jobData

T
The job and data to schedule.

arrayLength

This job's Execute method will be called this many times, with its index argument ranging from 0 to (arrayLength - 1). Typically, this corresponds to the length of an array or array-like container passed in the job struct, but this is not necessarily the case.

innerloopBatchCount

The number of iterations which workstealing is performed over. For example, a value of 32 means the job queue steals 32 iterations and then performs them in an efficient inner loop.

dependency

The JobHandle of the job's dependency. You can use dependencies to make sure that a job executes on worker threads after the dependency has completed execution and two jobs that read or write to same data don't run in parallel.

Returns

Type

Description

JobHandleThe JobHandle of the scheduled job. You can use the
JobHandle
as a dependency for a later job or to make sure that the job completes on the main thread.

Remarks

For large job structs, use IJobForExtensions.ScheduleParallelByRef to avoid any large pass-by-values.
To process all loop elements on a single worker thread, use IJobForExtensions.ScheduleByRef.
Additional Resources: IJobFor.