Exceptions in async functions#

The Task and Awaitable structures capture exceptions which are later raised when they are awaited. This is partially because an async function can collect many exceptions under certain conditions (using an AggregateException).


When you create a Task or Awaitable by calling an async function that returns one, you must await that call.
In Unity, exceptions will be caught by the engine if they are raised at a top-level function, so you don't need to catch in an async void-returning function.

In practice this means that top-level "fire-and-forget" functions that do not need to be waited for are async void, and all functions that are waited on are async Task or async Awaitable (or their generic versions).


Entry fire-and-forget functions are async void and are not awaited. Any async Awaitable or async Task that is called uses await.


// We don't (and can't) await this function, it is fire-and-forget
public async void WaitAndPerformAction(float delay, Action callback)
        // Make sure to await this, as it returns an Awaitable.
        // If the Awaitable contains an exception it will be thrown when awaited.
        await WaitAndPerformActionAsync(delay, callback, destroyCancellationToken);
    catch(OperationCanceledException) { }

// Never call this async Awaitable without awaiting it.
private async Awaitable WaitAndPerformActionAsync(float delay, Action callback, CancellationToken cancellationToken)
    // Awaitable's methods also return an Awaitable, and must be awaited (of course it also won't wait if not awaited)!
    await Awaitable.WaitForSecondsAsync(delay, cancellationToken);

See lifetime of async functions if you want to learn more about the cancellation token setup in the above example.