Tuesday, December 11, 2018

Unity Virtual Project: Progress 2

After reviewing Scriptable Objects I learned that they are actually way more useful than I thought just not useful for my actual project. Scriptable objects cant be edited on the GameObject but one can make new instances and save them as their own separate data class which is useful for large systems that need long term memory or making an array of different settings for a set of objects.

The VR system is still unstable but I was able to make the particles pass information between eachother and created an off state so that they enter a rest state after a few moments so that takes a lot of stress of of the CPU having to update so much of the worldspace. I've also set them to update slower the larger they get so as the network expands it also slows down the component referencing which is taxing in large amounts or at least the way I organized it.

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