Timeline for Prevent mesh generation function from blocking other functions from running
Current License: CC BY-SA 4.0
14 events
| when toggle format | what | by | license | comment | |
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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. | |
| Aug 15, 2021 at 6:02 | 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. | |
| Apr 17, 2021 at 5:33 | 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. | |
| Dec 18, 2020 at 4:04 | 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. | |
| Aug 20, 2020 at 4:02 | 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. | |
| 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 | added 3422 characters in body |
| Jul 18, 2020 at 17:25 | history | edited | Spaceguy99 | CC BY-SA 4.0 | added 590 characters in body |
| Jul 18, 2020 at 16:41 | history | edited | Spaceguy99 | CC BY-SA 4.0 | added 280 characters in body |
| 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 |