Recently I had to start adding comments like this:
// In fixed update, removal is usually done at the end of the frame after mortality feature,
// which is usually dependent on input processing, therefore we need to make these removers
// dependencies of hierarchy cleanup.
Which is awful, because it's just binding engine-level graph layout to gameplay-specific feature -- mortality.
One possible solution to avoid such complication is to create separate common slot for transform-related cascade removal and place all cascade removers there. The same thing can be done for all cascade removers including asset ones.
Recently I had to start adding comments like this:
Which is awful, because it's just binding engine-level graph layout to gameplay-specific feature -- mortality.
One possible solution to avoid such complication is to create separate common slot for transform-related cascade removal and place all cascade removers there. The same thing can be done for all cascade removers including asset ones.