branchrust_reboot/main/hackweek_pool_refill/unity_6cancel
8 Commits over 0 Days - ∞cph!
Material & SceneTemplateSettings.json keep getting generated
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
Fix async pool refill not tracking refilled count
Fix "ShouldBeRunning()" getting inverted during refactor
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
Add convars to control pool refilling
- refill_max_concurrency (default max 5 jobs queued)
- refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync)
- refill_immutable_optimization (assumes source prefab isn't being modified)
- refill_max_per_job (max number of prefabs submitted per job (default 30)
Better detection when no work is being done and avoiding burning the budget
Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full
- hardcoded for now
Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6