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You should be able to pause deformables and not have to update them again when entering play mode. This is a bit tough, because native arrays have to be disposed when changing between edit and play mode. A possible solution would be to serialize MeshData.dynamicManaged and copy that into MeshData.DynamicNative when initialized, but that would counteract any attempts at solving the mesh serialization issues (#10) and would bloat scene sizes even more.
The text was updated successfully, but these errors were encountered:
You should be able to pause deformables and not have to update them again when entering play mode. This is a bit tough, because native arrays have to be disposed when changing between edit and play mode. A possible solution would be to serialize
MeshData.dynamicManaged
and copy that intoMeshData.DynamicNative
when initialized, but that would counteract any attempts at solving the mesh serialization issues (#10) and would bloat scene sizes even more.The text was updated successfully, but these errors were encountered: