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Dec 13, 2021 at 7:05 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
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Jul 20, 2020 at 16:14 answer added DMGregory timeline score: 1
Jul 20, 2020 at 15:50 comment added Spaceguy99 @DMGregory, Well my problem is, where can I put the Yield Returns that DOESN'T do that. midway through the vertex calculation?
Jul 20, 2020 at 11:52 comment added DMGregory It looks like you're yielding a frame for every vertex. That means for a 1000x1000 map, we'd expect this generator to run for a million frames before producing visible output, or a little over four and a half hours at 60 fps. Did you wait long enough for a map of your size to finish to confirm that no generation occurred? Or did you maybe want to be a bit more sparing with your yields, so you do a bigger chunk of work each frame and finish in a more reasonable number of frames?
Jul 20, 2020 at 0:36 comment added Spaceguy99 @DMGregory Thanks, added the code! I was able to make some slight tweaks in terms of placement, now it no longer freezes, but instead fails to generate code.
Jul 20, 2020 at 0:36 history edited Spaceguy99 CC BY-SA 4.0
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Jul 18, 2020 at 17:25 history edited Spaceguy99 CC BY-SA 4.0
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Jul 18, 2020 at 16:41 history edited Spaceguy99 CC BY-SA 4.0
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Jul 17, 2020 at 12:07 comment added DMGregory Are you looking for how not to freeze the main thread in Unity? Or perhaps using the asynchronous job system?
Jul 17, 2020 at 4:33 history asked Spaceguy99 CC BY-SA 4.0