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Performance improvement for large scenes #198
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This has been made in this way due to Its much more efficient a type check tan getting from the "already obtained component" the component with he typed object, and checking if is not null
So
x.component != null && x.component is NavMeshAgent
Is better than
x.component != null && x.component.gameObject.GetComponent() != null
This even let you use this in an asynchronous way since no unity API is being called
I have this oriented to async building, in my project, and it works fantastic
Is for that the second part of the condition is changed in both lines
So i see like a bad move not merging this, honestly