Heya, thanks for the detail responses. Generators added an extra layer of complexity when it came to 2 things.
1 - Binding my own custom Wall behavior data onto them. (Being forced to add component my wall behavior on every refresh on the gameobjects it creates.
2 - There was a lot of issues with when it refreshes. I found on single frame collision checks not firing off when needed with the curvygenerator. Almost as if there was a 1 frame delay. Also a lot of state changes I needed seemed finicky with its pooling as well. I can do some more tests, but I found it didn't work great when trying to move a spline, updating the wall blocks, and then trying to refresh state or collision data.
Another problem is that its still not fast enough for what I need. I'm getting 30ms when trying to move the splines around with deformation. That's far too low for something realtime.
CurvyGenerator also only allows the choice of picking 3 of the default updates to pick when to update. Which I believe is conflicting with my collision/state code
1 - Binding my own custom Wall behavior data onto them. (Being forced to add component my wall behavior on every refresh on the gameobjects it creates.
2 - There was a lot of issues with when it refreshes. I found on single frame collision checks not firing off when needed with the curvygenerator. Almost as if there was a 1 frame delay. Also a lot of state changes I needed seemed finicky with its pooling as well. I can do some more tests, but I found it didn't work great when trying to move a spline, updating the wall blocks, and then trying to refresh state or collision data.
Another problem is that its still not fast enough for what I need. I'm getting 30ms when trying to move the splines around with deformation. That's far too low for something realtime.
CurvyGenerator also only allows the choice of picking 3 of the default updates to pick when to update. Which I believe is conflicting with my collision/state code