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Timeline for Unity - animations threading

Current License: CC BY-SA 3.0

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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"
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
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.
Aug 7, 2017 at 18:14 history answered Zebraman CC BY-SA 3.0