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Unity Asset Store | [](https://assetstore.unity.com/packages/tools/asynchronous-operations-for-unity-96696)
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Unity Asset Store | [](https://assetstore.unity.com/packages/tools/asynchronous-operations-for-unity-96696)
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**If you enjoy using the library - please, [rate and review](https://assetstore.unity.com/packages/tools/asynchronous-operations-for-unity-96696) it on the Asset Store!**
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@@ -34,7 +34,7 @@ The table below summarizes differences berween *UnityFx.Async* and other popular
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| Supports cancellation | ✔️ | -️ | ✔️ |
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| Supports progress reporting | ✔️ | ✔️ | ✔️ |
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| Supports child operations | - | - | ✔️ |
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-
| Minimum operation data size for 32-bit systems (in bytes) |28+ | 36+ | 40+ |
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| Minimum operation data size for 32-bit systems (in bytes) |32+ | 36+ | 40+ |
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| Minimum number of allocations per continuation |~1 | 5+ | 2+ |
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## Getting Started
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varop=DownloadTextAsync("http://www.google.com");
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op.AddCompletionCallback(newMyContinuation());
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```
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Please note that `AsyncResult` implements `IAsyncContinuation`. This means several `AsyncResult` instances can be chained like this:
All operations implement [IDisposable](https://docs.microsoft.com/en-us/dotnet/api/system.idisposable) interface. So strictly speaking users should call `Dispose()` when an operation is not in use. That said library implementation only requires this if `AsyncWaitHandle` was accessed (just like [tasks](https://blogs.msdn.microsoft.com/pfxteam/2012/03/25/do-i-need-to-dispose-of-tasks/)).
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