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Allow pasing array of objects to CreatePool, such as from a sceneobje… #8
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…ct. This is to allow the use of scene objects containing such an array of prefabs, which is supposed to be quicker to create than calling instantiate.
Turns out this is useless the way I intended to use it. You can pass in an array of prefabs, but if they are references in a scene object there's no way to change the active states (unless you're in the editor, but that's not what we want.) |
The feature was removed anyways during the object pool rework |
For my own education, I got it working using actual de-activated scene objects, not prefab references, and one actual prefab for instantiation when expanding the pool since that is a little quicker than cloning a GameObject. It's pretty academic. The number of objects you'd have to be loading to be worth the improvement is impractical to set up this way. |
Allow pasing array of objects to CreatePool, such as from a sceneobje…
* implement NetworkUpdateLoop * remove AdvanceFrame() and FrameCount * update player loop injection points and INetworkUpdateSystem API * add xmldoc and notes * add NetworkUpdateLoopTests * implement NetworkUpdateLoop plain and mixed tests * update xmldoc * small meta fix * replace old network update loop with new RFC-backed network update loop * replace WaitForEndOfFrame with WaitUntil in tests * comment 'default' for NetworkUpdateStage.Update enum value * optimization & refactoring pass * dictionary lookups instead of index access to arrays * optimize array allocation
* implement NetworkUpdateLoop * remove AdvanceFrame() and FrameCount * update player loop injection points and INetworkUpdateSystem API * add xmldoc and notes * add NetworkUpdateLoopTests * implement NetworkUpdateLoop plain and mixed tests * update xmldoc * small meta fix * replace old network update loop with new RFC-backed network update loop * replace WaitForEndOfFrame with WaitUntil in tests * comment 'default' for NetworkUpdateStage.Update enum value * optimization & refactoring pass * dictionary lookups instead of index access to arrays * optimize array allocation
* Implemented NetworkMessageSent/NetworkMessageReceived metrics * Added tests and fixed missing messages during batching * updated the message type names to be a readonly * fix against latest develop merge * bumped tools version to #8 * fixed unnecessary using * fixed errant tab (thanks github merge....)
* Implemented NetworkMessageSent/NetworkMessageReceived metrics * Added tests and fixed missing messages during batching * updated the message type names to be a readonly * fix against latest develop merge * bumped tools version to Unity-Technologies#8 * fixed unnecessary using * fixed errant tab (thanks github merge....)
…ct. This is to allow the use of scene objects containing such an array of prefabs, which is supposed to be quicker to create than calling instantiate.