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CurvyConnection Update Overhead
#7
(10-07-2021, 05:53 PM)_Aka_ Wrote:
(10-07-2021, 05:13 PM)wingednosering Wrote: We aren't using the Pool components at all


This is weird, there is something that I seem to be missing: How did you end up with a components pool containing connections (CurvyConnection class)? Curvy Splines do use components pools for some components, but CurvyConnection is not one of them. Can you send me a scene so I can see what's going on? Otherwise, just delete that pool of connections, and see if it gets recreated, and hopefully pinpointing what exactly does create that pool.

Unfortunately, I can't send the scene as this is under strict NDA. Here is a screenshot of our autogenerated CurvyGlobal object's inspector. We've deleted all the CurvyConnection children, but as soon as we enter play mode 1000 more are spawned as children of the CurvyGlobal GameObject. I've tried adjusting the threshold and it still seems to spawn 1000 no matter what.

We only recently updated to the latest Curvy (we were having this problem in an older version and hoped the upgrade would fix it) so this is a fresh Curvy install with nothing altered.


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Messages In This Thread
RE: CurvyConnection Update Overhead - by _Aka_ - 10-05-2021, 09:55 PM
RE: CurvyConnection Update Overhead - by _Aka_ - 10-06-2021, 07:34 AM
RE: CurvyConnection Update Overhead - by _Aka_ - 10-07-2021, 05:53 PM
RE: CurvyConnection Update Overhead - by wingednosering - 10-07-2021, 06:42 PM
RE: CurvyConnection Update Overhead - by _Aka_ - 10-07-2021, 07:31 PM
RE: CurvyConnection Update Overhead - by _Aka_ - 10-07-2021, 07:42 PM
RE: CurvyConnection Update Overhead - by _Aka_ - 10-13-2021, 05:23 PM

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