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Post by speedrunlabs1 on Mar 25, 2015 15:25:13 GMT
Hello DT, hope you guys are having a good day. Will you be implementing loading prefabs asynchronously now that you can use all the "async" methods on the free version?
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Post by DarkTonic Dev on Mar 25, 2015 15:55:24 GMT
I'm not sure what you're referring to. What's the advantage of loading prefabs asynchronously?
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Post by speedrunlabs1 on Mar 26, 2015 2:39:56 GMT
To reduce load times on games with hundreds of units and bullets. It won't make sense with LoadLevelAsync though, so nevermind on that. It would be nice to have small feature to instantiate prefabs in your pool in a coroutine. For example, you choose 1000 of a certain prefab, choose how many to load when game is run like 20, then click a checkbox to use a coroutine, then choose how many prefabs to load per frame after the initial 20. This allows you to load a level quickly with the bare minimum items to start out the level, then the rest load while you're playing and without hiccups.
This isn't just to cut down load times initially on a level load, its for doing "seamless level streaming" by using LoadLevelAdditiveAsync. If you instantiate a tone of prefabs when a new chunk is loaded, the game freezes a bit. If you load everything you need for the entire level, it would max out the ram on a mobile device.
If this still doesn't make sense, let me know.
Thanks
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Post by DarkTonic Dev on Mar 26, 2015 3:03:22 GMT
I get what you're saying.
I've seen that feature on Pool Manager, but found it to be useless. Instantiating even a couple things per frame still causes hiccups a lot of the time on low powered systems. Since you are talking mobile, I thought I'd share my experience. There was this a couple other "completely unneeded" bells and whistles that I omitted when making Pool Boss.
Also, there's no reason it would require a CoRoutine to do this if we add it, although that would make it slightly easier to code.
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