New answers tagged

3

Is memory efficiency really a problem? 2D textures are not typically huge enough to cause issues. Splitting the tilesets into too many textures may even cause problems in itself, since switching textures is not always cheap on the GPU. You should probably just optimize for your development efficiency at this stage. Unless you're intending to have loading ...


1

PlayerEndOfFrame is where your work shows up when you run a Unity coroutine and increment it by using the command "yield return new WaitForEndOfFrame();" In this case the coroutine you are running is instantiating a lot of memory and doing a lot of work every frame. It is also worth noting that by using WaitForEndOfFrame here you are running your coroutine ...



Top 50 recent answers are included