I should've realized this earlier. Oh well. Basically just removes all of the logic relating to allowing FrooxEngine to run faster than Unity. Since there is no state buffer, allowing FrooxEngine to update will almost always break a few references in various RenderTasks. Disallowing this behavior entirely essentially solves any issue relating to this kind of determinism.
I should've realized this earlier. Oh well. Basically just removes all of the logic relating to allowing FrooxEngine to run faster than Unity. Since there is no state buffer, allowing FrooxEngine to update will almost always break a few references in various RenderTasks. Disallowing this behavior entirely essentially solves any issue relating to this kind of determinism.