| name | jaction |
| description | JAction fluent chainable task system for Unity. Triggers on: sequential tasks, delay, timer, repeat loop, WaitUntil, WaitWhile, async workflow, zero-allocation async, coroutine alternative, scheduled action, timed event, polling condition, action sequence, ExecuteAsync, parallel execution |
JAction - Chainable Task Execution
Fluent API for composing complex action sequences in Unity with automatic object pooling, zero-allocation async, and parallel execution support.
When to Use
- Sequential workflows with delays
- Polling conditions (WaitUntil/WaitWhile)
- Repeat loops with intervals
- Game timers and scheduled events
- Zero-GC async operations
- Parallel concurrent executions
Core Concepts
Task Snapshot Isolation
When Execute() or ExecuteAsync() is called, the current task list is snapshotted. Modifications to the JAction after execution starts do NOT affect running executions:
var action = JAction.Create()
.Delay(1f)
.Do(static () => Debug.Log("Original"));
var handle = action.ExecuteAsync();
action.Do(static () => Debug.Log("Added Later"));
await handle;
This isolation enables safe parallel execution where each handle operates on its own task snapshot.
Return Types
JActionExecution (returned by Execute, awaited from ExecuteAsync):
.Action - The JAction that was executed
.Cancelled - Whether THIS specific execution was cancelled
.Executing - Whether the action is still executing
.Dispose() - Returns JAction to pool
JActionExecutionHandle (returned by ExecuteAsync before await):
.Action - The JAction being executed
.Cancelled - Whether this execution is cancelled
.Executing - Whether still running
.Cancel() - Cancel THIS specific execution
.AsUniTask() - Convert to UniTask<JActionExecution>
- Awaitable:
await handle returns JActionExecution
API Reference
Execution
| Method | Returns | Description |
|---|
.Execute(timeout) | JActionExecution | Synchronous blocking execution |
.ExecuteAsync(timeout) | JActionExecutionHandle | Async via PlayerLoop (recommended) |
Actions
| Method | Description |
|---|
.Do(Action) | Execute synchronous action |
.Do<T>(Action<T>, T) | Execute with state (zero-alloc for reference types) |
.Do(Func<JActionAwaitable>) | Execute async action |
.Do<T>(Func<T, JActionAwaitable>, T) | Async with state |
Timing
| Method | Description |
|---|
.Delay(seconds) | Wait specified seconds |
.DelayFrame(frames) | Wait specified frame count |
.WaitUntil(condition, frequency, timeout) | Wait until condition true |
.WaitWhile(condition, frequency, timeout) | Wait while condition true |
Loops
| Method | Description |
|---|
.Repeat(action, count, interval) | Repeat N times |
.RepeatWhile(action, condition, frequency, timeout) | Repeat while condition true |
.RepeatUntil(action, condition, frequency, timeout) | Repeat until condition true |
All loop methods have <TState> overloads for zero-allocation with reference types.
Configuration
| Method | Description |
|---|
.Parallel() | Enable concurrent execution mode |
.OnCancel(callback) | Register cancellation callback |
.Cancel() | Stop ALL active executions |
.Reset() | Clear state for reuse |
.Dispose() | Return to object pool |
Static Members
| Member | Description |
|---|
JAction.Create() | Get pooled instance |
JAction.PooledCount | Check available pooled instances |
JAction.ClearPool() | Empty the pool |
Patterns
Basic Sequence
using var result = await JAction.Create()
.Do(static () => Debug.Log("Step 1"))
.Delay(1f)
.Do(static () => Debug.Log("Step 2"))
.ExecuteAsync();
Always Use using var (CRITICAL)
using var result = await JAction.Create()
.Do(() => LoadAsset())
.WaitUntil(() => assetLoaded)
.ExecuteAsync();
await JAction.Create()
.Do(() => LoadAsset())
.ExecuteAsync();
Parallel Execution with Per-Execution Cancellation
var action = JAction.Create()
.Parallel()
.Do(static () => Debug.Log("Start"))
.Delay(5f)
.Do(static () => Debug.Log("Done"));
var handle1 = action.ExecuteAsync();
var handle2 = action.ExecuteAsync();
handle1.Cancel();
var result1 = await handle1;
var result2 = await handle2;
action.Dispose();
UniTask.WhenAll with Parallel
var action = JAction.Create()
.Parallel()
.Delay(1f)
.Do(static () => Debug.Log("Done"));
var handle1 = action.ExecuteAsync();
var handle2 = action.ExecuteAsync();
await UniTask.WhenAll(handle1.AsUniTask(), handle2.AsUniTask());
action.Dispose();
Zero-Allocation with Reference Types
var data = new MyData();
JAction.Create()
.Do(static (MyData d) => d.Process(), data)
.Execute();
public class Enemy : MonoBehaviour
{
public bool IsStunned;
public void ApplyStun(float duration)
{
IsStunned = true;
JAction.Create()
.Delay(duration)
.Do(static (Enemy self) => self.IsStunned = false, this)
.ExecuteAsync().Forget();
}
}
int count = 5;
JAction.Create()
.Do(() => Debug.Log($"Count: {count}"))
.Execute();
Timeout Handling
using var result = await JAction.Create()
.WaitUntil(() => networkReady)
.ExecuteAsync(timeout: 30f);
if (result.Cancelled)
Debug.Log("Timed out!");
Cancellation Callback
var action = JAction.Create()
.OnCancel(() => Debug.Log("Cancelled!"))
.Delay(10f);
var handle = action.ExecuteAsync();
handle.Cancel();
Game Patterns
Cooldown Timer
public class AbilitySystem
{
public bool CanUse = true;
public async UniTaskVoid TryUseAbility(float cooldown)
{
if (!CanUse) return;
CanUse = false;
PerformAbility();
using var _ = await JAction.Create()
.Delay(cooldown)
.Do(static s => s.CanUse = true, this)
.ExecuteAsync();
}
}
Damage Over Time
public sealed class DoTState
{
public IDamageable Target;
public float DamagePerTick;
}
public static async UniTaskVoid ApplyDoT(
IDamageable target, float damage, int ticks, float interval)
{
var state = JObjectPool.Shared<DoTState>().Rent();
state.Target = target;
state.DamagePerTick = damage;
using var _ = await JAction.Create()
.Repeat(
static s => s.Target?.TakeDamage(s.DamagePerTick),
state, count: ticks, interval: interval)
.ExecuteAsync();
state.Target = null;
JObjectPool.Shared<DoTState>().Return(state);
}
Wave Spawner
public async UniTask RunWaves(WaveConfig[] waves)
{
foreach (var wave in waves)
{
using var result = await JAction.Create()
.Do(() => UI.ShowWaveStart(wave.Number))
.Delay(2f)
.Do(() => SpawnWave(wave))
.WaitUntil(() => ActiveEnemyCount == 0, timeout: 120f)
.Delay(wave.DelayAfter)
.ExecuteAsync();
if (result.Cancelled) break;
}
}
Health Regeneration
public sealed class RegenState
{
public float Health, MaxHealth, HpPerTick;
}
public static async UniTaskVoid StartRegen(RegenState state)
{
using var _ = await JAction.Create()
.RepeatWhile(
static s => s.Health = MathF.Min(s.Health + s.HpPerTick, s.MaxHealth),
static s => s.Health < s.MaxHealth,
state, frequency: 0.1f)
.ExecuteAsync();
}
Troubleshooting
| Problem | Cause | Solution |
|---|
| Nothing happens | Forgot to call Execute/ExecuteAsync | Add .ExecuteAsync() at the end |
| Memory leak | Missing using var | Always use using var result = await ... |
| Frame drops | Using Execute() | Switch to ExecuteAsync() |
| GC allocations | Closures with reference types | Use static lambda + state parameter |
| Unexpected timing | Value type state | Wrap in reference type or use closure |
| Handle shows wrong Cancelled | Reading after modification | Snapshot is isolated - this is expected |
Common Mistakes
- Missing
using var - Memory leak, JAction never returns to pool
- Using
Execute() in production - Blocks main thread, causes frame drops
- State overloads with value types - Causes boxing; use closures instead
- Forgetting Execute/ExecuteAsync - Nothing happens
- Heavy work in
.Do() - Callbacks run atomically; keep them lightweight
- Using
action.Cancel() in parallel - Cancels ALL executions; use handle.Cancel() for specific execution
- Modifying JAction after ExecuteAsync - Changes don't affect running execution (task snapshot isolation)