Timeline for Unity - animations threading
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Aug 7, 2017 at 18:26 | history | edited | Zebraman | CC BY-SA 3.0 |
Added example of how to thread a "transform"
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Aug 7, 2017 at 18:19 | vote | accept | agiro | ||
Aug 7, 2017 at 18:19 | comment | added | agiro | Not a bad idea, I will look into it. | |
Aug 7, 2017 at 18:18 | comment | added | Zebraman | This is what I meant about decoupling your data. If you can create a threadsafe struct that can store all that data. You can do your calculations in parallel and then do synced SpriteRenderer updates | |
Aug 7, 2017 at 18:17 | history | edited | Zebraman | CC BY-SA 3.0 |
added 323 characters in body
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Aug 7, 2017 at 18:16 | comment | added | agiro |
Thanks for the input and yes you are right, though in my case I use very simple coroutines - just a couple of them. I don't really do math except for a negation or addition, but I do set a lot of values (SpriteRenderer sr.sprite = smth ) and the like.
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Aug 7, 2017 at 18:14 | history | answered | Zebraman | CC BY-SA 3.0 |