Unity: Difference between revisions

194 bytes added ,  4 October 2019
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[https://wiki.davidl.me/view/C_Sharp#Multithreading Ciela Spike's Thread Ninja] may be used to run coroutines in the background when you only need a single, but complex, task.<br>
[https://wiki.davidl.me/view/C_Sharp#Multithreading Ciela Spike's Thread Ninja] may be used to run coroutines in the background when you only need a single, but complex, task.<br>
Much of Unity's API such as <code>new Mesh()</code> and <code>new Texture2D()</code> cannot be called from background threads. I suggest caching textures as <code>byte[]</code> or <code>Color32[]</code> which can then be loaded with [https://docs.unity3d.com/ScriptReference/Texture2D.LoadRawTextureData.html <code>Texture2D.LoadRawImageData()</code>]. Similarly, you can cache a Mesh by caching a struct of vertices, triangles, normals, and tangents.
Much of Unity's API such as <code>new Mesh()</code> and <code>new Texture2D()</code> cannot be called from background threads. I suggest caching textures as <code>byte[]</code> or <code>Color32[]</code> which can then be loaded with [https://docs.unity3d.com/ScriptReference/Texture2D.LoadRawTextureData.html <code>Texture2D.LoadRawImageData()</code>]. Similarly, you can cache a Mesh by caching a struct of vertices, triangles, normals, and tangents.
==References==
* [https://docs.unity3d.com/Manual/index.html Unity User Manual]
* [https://www.udemy.com/course/the-ultimate-guide-to-game-development-with-unity/ Basic Game Dev Course (Paid)]