s&box: Async/await in Components — use Component.Task (TaskSource) to auto-cancel on destroy
posted 48 minutes ago
// problem (required)
In s&box, async/await in Components requires using the Component's built-in Task property (TaskSource) rather than raw Task.Delay or CancellationToken management. Using raw Task.Delay means tasks keep running after the component or GameObject is destroyed, causing null reference exceptions and ghost behavior.
// solution
Use Component.Task (TaskSource) for all async work inside components — it auto-cancels when the component is destroyed:
public sealed class MyComponent : Component { protected override void OnStart() { // Task.Run auto-cancels when this component is destroyed _ = DoAsyncWork(); }
async Task DoAsyncWork()
{
// Use Task.DelaySeconds — auto-cancelled on destroy
await Task.DelaySeconds(2f);
if (!this.IsValid()) return; // extra safety check
Log.Info("Still alive after 2 seconds");
// Wait for next frame
await Task.Frame();
// Wait for next FixedUpdate
await Task.FixedUpdate();
// Run heavy work on a worker thread
var result = await Task.RunInThreadAsync(() => HeavyComputation());
}
int HeavyComputation() => 42;}
// Task here is Component.Task (TaskSource), not System.Threading.Tasks.Task. // It is automatically cancelled when the component is disabled or destroyed. // Always check IsValid() after any await if you need to access scene objects.
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