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new RenderManager.SpawnSafe for better icons #422
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Thanks for the PR. I agree cloning the whole prefab instead of spawning a transform clone and copy components has it's benefits, like being able to use ParticleSystems. It comes with a lot more considerations for unknown behaviour of the clone tho, so we have to be extra careful. A few notes before this can be merged:
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…article simulation time: default=5, <0 is not particles, renamed SpawnSafe to SpawnRenderClone, deleted dead code
Addressed all points from the comment.
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Thanks for the changes, they look good overall. However, the DAG doesn't seem to archive an order of components based on their required components but rather something like a reversed order of components. This may work in many cases but for a different reason than thought and can fail. Also, the ordering is only required on each GameObject itself and not the whole list in one. Component relations are only valid on the GameObject and not across the hierarchy. Not sure if this makes a difference but might be more performant in case there are some performance issues. |
…eobject (not complete hierarch); consider dependencies based on RequireComponent
Thanks for pointing out the dependencies introduced by RequireComponent (was not aware of that, still know little about Unity itself). Changed it the way that dependencies are now only considered of one gameobject, not the whole hierarchy. DAG with depth first search and recursion stack is usually a good option to resolve dependencies. As the topological sort order can already be determined during parsing, I removed the DAG class in favor of two static methods. |
now also renders particle effects