02-11-2021, 09:04 AM
Hi
Sorry for the late reply: I did answer the day you posted, but the answer was not posted, probably because of the problematic internet connection I am having now
So I was saying that CG (Curvy Generator) uses pooling to avoid recreating game objects. There are still some .net objects that get allocated at each CG refresh, but there aren't that many when running outside of the editor. In editor there are some more allocations to handle things related to the editor. I am working on a big update that will take at least 6 months to be finished, and part of that update is to reduce even more the allocations done by the CG
Regarding performance tips, I recommend this link
https://curvyeditor.com/documentation/performancetips
Also, I recommend to use Unity's profiler to see exactly what is taking the most time and memory. When doing so, and if you profile inside the editor, try to distinguish what is part of editor only code, and that will not be part of a build. It is usually code in the Editor folders, and code surround with a #if UNITY_EDITOR #endif
I hope this helped
Sorry for the late reply: I did answer the day you posted, but the answer was not posted, probably because of the problematic internet connection I am having now
So I was saying that CG (Curvy Generator) uses pooling to avoid recreating game objects. There are still some .net objects that get allocated at each CG refresh, but there aren't that many when running outside of the editor. In editor there are some more allocations to handle things related to the editor. I am working on a big update that will take at least 6 months to be finished, and part of that update is to reduce even more the allocations done by the CG
Regarding performance tips, I recommend this link
https://curvyeditor.com/documentation/performancetips
Also, I recommend to use Unity's profiler to see exactly what is taking the most time and memory. When doing so, and if you profile inside the editor, try to distinguish what is part of editor only code, and that will not be part of a build. It is usually code in the Editor folders, and code surround with a #if UNITY_EDITOR #endif
I hope this helped
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