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This repository was archived by the owner on Oct 11, 2024. It is now read-only.

v0.0.2 - Bug fixes and More Examples

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@CyanLaser CyanLaser released this 16 Sep 18:27
· 70 commits to main since this release

Features and Bug fixes

  • Added option to prevent taking ownership of pool objects to match Phase's system
  • Added tooltips for public Pool properties
  • Added Execution order to ensure pool initialization runs after pool objects
  • Added behavior sync attribute to force the object pool to use Manual Sync.
  • Added helper methods for UdonGraph and CyanTrigger. (Previously only UdonSharp could use these)
  • Added delay to every Serialization Request to decrease network load when multiple people join at the same time. (Potentially fixing long delay between some users getting their pool object)
  • Added verification check on player join if pool assignment contained an invalid player. This fixes the issue where pool assignment data was sent faster than the player's join message was received, causing some players to never get a pool object on remote clients.
  • Added unclaimed object queue to make assigning pool objects on master constant time instead of O(n). Note that next frame still has O(n) check to assign the object to the player itself, which happens on all clients still.

Examples

  • Reorganized examples into their own folders so it is easier to find what type of examples or if you don't want to import them at all.
  • Added CyanTrigger examples.
  • Updated all examples to include a Pool Listener and show how to get and use the local player's pool object.

Known bugs