branchrust_reboot/main/entityspawning_optimscancel
3 Commits over 0 Days - Infinitycph!
We now prefill our pool with up to 30 copies of the most used io entities. The first time you load a big base will be a tad faster at the expense of more upfront memory
You're going to load them as soon as you load the local zerg base anyway
Added SoundPlayerCull to industrial conveyors looping hum sound. It was spawned regardless of distance then paused
Editor profiling, 30 conveyors spawned 150m away:
- 9ms -> 2.3ms total
- ~470us -> ~220us per conveyor spawn
- Sound.DoUpdate per frame: 112us -> 20us (the 30 paused hums were still updated every frame)
Removed the pref to skip unity event listener baking in editor, wasn't necessary
(renamed the branch to entityspawning_optims)