Posts: 43
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Joined: Apr 2023
I've been using connections to link different walls together. I noticed in the code it instantiates a gameobject for them which leads me to believe they aren't pooled? Is this assumption correct?
If so would it be okay to prefab a connection object, and just pool them instead of using the native CurvyConnector.Create() api?
Posts: 2,091
Threads: 88
Joined: Jun 2017
Hi
Indeed, connections are not pooled. If you feel the need for that , please do pool them, I don't see a reason to advise you against. Just keep all the active children as children of the _CurvyGlobal_ object. But as what I always advise with perfs optimizations, prefer keeping the code simple (no connection pooling in this case) until you profil and find that connections creation/destruction is really a problem. Often what we think will be a main reason for performance decrease is not really the issue.
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