#probably, try keep the decal cached
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keep the decal cached somewhere else
ah, sorry. I see what you mean. Yes, that works, thanks!
Is it the only possible way?
you can keep a cache in all kinds of places
I tend to use Global UI as my "dumping ground" for cached images
as it is loaded before all objects
okay, I didn't realise that TTS may be reusing same cache both for UI and decals. I'll look into it. Thank you!
it caches by sanitised filepath/url
just adding the file to assets isn't enough, it has to be draw on the xml
so you can draw a 1x1 image off-screen for it:
<Image width="1" height="1" image="myCustomAssetName" rectAlignment="UpperLeft" offsetXY="-100 -100"/>
I believe you can use absolute filepaths too, which avoids cluttering up your customassets list
so can I consider this a sane approach for this? ๐
yes
just bear in mind that scripts are run after objects are loaded and decals are applied
it doesn't really matter in your use-case, all that matters is that somewhere a reference remains so the cache remains alive
Okay, thank you once again. That was very helpful!
Hmm... That doesn't seem to work. This huge red thing on the background is the same red decal that is rendered on figurine. And it is still displays white square. Note that for green decal it is working fine probably because I already have figurine with same decal nearby.
I guess, I'll just have to store decal data in tiny decals instead of tiny UIs. ๐
I don't see a white square at all in your video
oh, funny thing. It is preciselly skipped on video. Probably because TTS is running in 144fps while video is in 60.
Trust me, it is still present ๐
I encourage you to use xml instead then
that way you can set active to false/true on each image element
without re-drawing
okay, I managed to capture it one time. It is reproducible for me consistently every time.
I encourage you to use xml instead then
I mean, I'm already doing it.
yep, after I replaced caching via Images in XML UI with actual duplicated decals, there isn't a single frame delay. It seems like XML UI chaching really helps, but it still have 1 frame flashing (instead of couple of them as it was before). Like http-level cache and dynamic unity-material cache or something like that.
you misunderstand
I meant use xml for showing the image and not using decals at all
Ah, I see what you mean.
It seems like a better solution in general case, but I specifically would prefer using decals instead since those tokens should be external to any board-game I play and I don't really want to mess up UI on item if it is already present there.
Next time I'll try that for sure.