#through a form of pooling probably
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what is ur use case?
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.
I'm working on a possible solution now. Creating a list with mesh filters then going through the list when I need the objects.
Mostly just examining which way of getting things loaded will be most performant.
Yeah collections I get it. Problem is when I write var go = new GameObject() the object is added to the scene.