Optimizing a demanding function may seem like a good place to start, but it may be that the function in question is already as optimal as it can be and is simply expensive by nature. Instead of changing that fu
Store to the class field, you can use UniTask.Lazy that supports calling multiple times. .Preserve() allows for multiple calls (internally cached results). This is useful when there are multiple calls in a function scope.Also UniTaskCompletionSource can await multiple times and await from many ...
Invoking function calls through interfaces vs direct objects or calling virtual functions can often be much more expensive than using direct constructs or direct function calls. If the virtual function or interface is unnecessary, then it should be removed. However, the performance hit for these appr...
functionMyFunction(param:String) { Debug.Log(param); } Asingle string, integer or float argument must be passed when usingSendMessage(),the parameter is required on the calling side. If you don't need it then justpass a zero or other default value and ignore it on the Unity side.Additi...
(IsInitialized) return; // Create a builder for IAP service var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance(AppStore.GooglePlay)); // Register each item from the catalog foreach (var item in Catalog) { builder.AddProduct(item.ItemId, ProductType.Consumabl...
By default, the Dialogue System catches any exceptions raised by Lua code in Conditions and Script and simply logs that an exception occurred. If you're calling an external C# function in Lua, you may find it useful to allow the exception to filter up to aid in debugging. To do this, ...
The timing of calling functions within your own scripts:脚本调用函数的时间(这里具体应该还是脚本改动了属性,从而实现什么效果) 如下图所示,展示了Animation的Windows下面的光照变换动画: Animation from external sources 对于外部导入的Animation Clip,有两种类型的格式,一种是动画通用的.fbx格式,另一种就是美术软件...
Support opening shaders in Visual Studio from Unity.Bug fixesCleanup sockets before starting the game in Unity after Attach and Play was triggered in Visual Studio. This fixes some issues with the stability of the connection between Unity and VS when using Attach and Play. Avoid calling methods...
It'll pass the element value and index to your function Return the desired label content from the function using SaintsField; [RichLabel("<color=indigo><icon=eye.png /></color><b><color=red>R</color><color=green>a</color><color=blue>i</color><color=yellow>i</color><color=cyan>n...
[new] add Managed2NativeFunctionPointer MethodBridge functions [new] support preserve UnityEngine core types when GenerateLinkXml [fix] fixed the bug in AOTAssemblyMetadataStripper::Strip where ModuleWriterOptions MetadataFlags.PreserveRids was not used. [fix] fixed the bug where StripAOTDllCommand ...