#through a form of pooling probably

1 messages · Page 1 of 1 (latest)

raven yacht
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I don't know what you mean.

crystal estuary
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what is ur use case?

raven yacht
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I have procedurally generated mesh data (verts,tris) and I have several objects that I'm instantiating. I'm wanting to have all the object created before I add them to the scene.

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I'm working on a possible solution now. Creating a list with mesh filters then going through the list when I need the objects.

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Mostly just examining which way of getting things loaded will be most performant.

crystal estuary
raven yacht
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Yeah collections I get it. Problem is when I write var go = new GameObject() the object is added to the scene.

crystal estuary
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yeah nah u can't do what ur trying to do

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you can try Factory Pattern

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go.hideFlags = HideFlags.HideInHierarchy;

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prob not what u want , but that is the nature of GameObjects