branchrust_reboot/main/hackweek_pool_refill/unity_6cancel

5 Commits over 0 Days - ∞cph!

18 Minutes Ago
Fix "ShouldBeRunning()" getting inverted during refactor
29 Minutes Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
52 Minutes 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 Hours Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
5 Hours Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6