Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Avoiding runtime GC allocations on control point position change
#2
Hi,
I tried to reproduce your result but couldn't. Here is a script I attached to a spline:

using FluffyUnderware.Curvy;
using UnityEngine;

public class tesT : MonoBehaviour
{
void Update()
{
var controlPoints = this.GetComponent<CurvySpline>().ControlPointsList;

for (int i = 0; i < controlPoints.Count; i++)
{
controlPoints[i].SetPosition(Vector3.forward);
}
}
}


At runtime, there were no allocations from this script. Can you please profile with the Deep Profiling option, and then send me a screenshot of the memory usage of the problematic Curvy Spline method(s)?

Thank you
Available for freelance work, feel free to reach out: toolbuddy.net
Please consider leaving a review for Curvy, this helps immensely. Thank you.
Reply


Messages In This Thread
RE: Avoiding runtime GC allocations on control point position change - by _Aka_ - 02-05-2024, 10:06 PM

Possibly Related Threads…
Thread Author Replies Views Last Post
  Control Point Interpolation Overrides. rickgplus 1 533 12-11-2025, 08:52 AM
Last Post: _Aka_
  Is there a way to get the position of each ControlPoint in spline by API? Chanon 1 2,137 06-07-2025, 09:44 AM
Last Post: _Aka_
  12_Train junction point richardzzzarnold 5 3,416 04-16-2025, 02:19 PM
Last Post: _Aka_
  OnAfterControlPointAdded - Control Point is null jh092 5 3,196 02-04-2025, 09:31 PM
Last Post: _Aka_

Forum Jump: