Closed GoogleCodeExporter closed 9 years ago
Ok, will probably do it tomorrow (march 15).
About renaming it with the current number of tweens, I'll use
platform-dependent compilation and have it renamed only when inside the editor.
Original comment by daniele....@gmail.com
on 14 Mar 2012 at 9:47
In the end I did it immediately :)
To prevent HOTween to be destroyed and recreated when new tweens are added,
initialize HOTween with HOTween.Init(true), before starting any tween.
Original comment by daniele....@gmail.com
on 14 Mar 2012 at 10:46
Thanks a lot!
For the isEditor flag, you could go with this instead:
[System.Diagnostics.ConditionalAttribute("UNITY_EDITOR")]
static private void SetGOName()
{
tweenGOInstance.name = GAMEOBJNAME + " : " + totTweens;
}
The function code is not included if UNITY_EDITOR isn't defined so that's even
faster.
Thanks again for this great tool!
Original comment by rej.ri...@gmail.com
on 14 Mar 2012 at 12:37
Thanks a lot for the detailed infos :)
I tried using ConditionalAttribute, but since it's inside a DLL assembly it
doesn't work (because Unity has no control over the defines included before
compilation)?
Original comment by daniele....@gmail.com
on 14 Mar 2012 at 5:16
That's a good point.
Thanks for looking into it!
By the way, I don't know if you have the pro version of Unity but you can see
all the Garbage Collector Alloc in the Profiler. I find this really useful to
find allocation that are not needed and could be replaced. With the DeepProfile
option, you can easily spot where the allocation occurs; really awesome stuff!
Original comment by rej.ri...@gmail.com
on 14 Mar 2012 at 5:27
Thanks for the advice.
I got the Pro version since a short while, but I still didn't check out the
Profiler deeply. I'll follow your advice and definitely try to improve
performance (gave a quick look at it and it really looks awesome!).
Original comment by daniele....@gmail.com
on 14 Mar 2012 at 5:34
Original issue reported on code.google.com by
rej.ri...@gmail.com
on 13 Mar 2012 at 8:41