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How does Pooling works across scene loading?
#3
I am also getting crashes to do with scene loading! It would appear that the curvy segments are being destroyed before they get moved into the singleton (perhaps due to Unity's never-ending update order problems). Then, when the pool attempts to remove excess segments (which in fact have already been destroyed), it gets exceptions

The simple solution, I expect, is to null-check the collection of pooled segments before manipulating it.
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RE: How does Pooling works across scene loading? - by bvance - 01-08-2016, 10:53 PM

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