branchrust_reboot/main/hackweek_pool_refill/unity_6cancel

8 Commits over 0 Days - ∞cph!

59 Days Ago
Material & SceneTemplateSettings.json keep getting generated
59 Days Ago
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
59 Days Ago
Fix async pool refill not tracking refilled count
2 Months Ago
Fix "ShouldBeRunning()" getting inverted during refactor
2 Months Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
2 Months Ago
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
2 Months Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
2 Months Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6