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Feature/117 pre cache meshes #146
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…ring works. (Hint: glTF won't cache Colliders)
…acheManager. Next: Testing.
…o added VirtualObjectType.Vob as cacheable element.
…ow also using TextureCache.
… loading. We skip it for now and added more ErrorLogs if something like this happens.
…during PreCaching stage. (Simply ignoring all Prefabs and only loading Gothic data)
…during PreCaching stage. (Simply ignoring all Prefabs and only loading Gothic data)added: Found a smart way to ignore Prefab GO+Component instantiation during PreCaching stage. (Simply ignoring all Prefabs and only loading Gothic data)
…tation as they differ between VobCache and Vob creation times.
…PreCacheSceneManager.
…ring World loading (World mesh data at least)
…stractMeshBuilder as moved to TextureArrayManager
# Conflicts: # Assets/UnZENity-Lab/Scripts/LabBootstrapper.cs
…if registered manually)
…hort lived temp dictionary for Texture2DArray creation only.
…ntly only for single textured VOBs.
…Also deleted GltManager and moved logic to StaticCacheManager already earlier.
…all caches before (1) creating a new one, (2) loading more data without cache where we don't need the caches from StaticCache any longer.
…d retrieved to animate floating water.
… then cache will be recreated automatically.
…ize by additional ~60% and loading times by additional ~30%.
…s which took the time before) and dynamize yield for async loading for World+Vobs+Npc
…- apply prefab elements to VOB GO structures from StaticCache.
…ctly to Prefab GOs.
…n 1km distance on PreCacheSceneManager. ;-)
…existing GO names.
…disabled while loading. Colliders of World chunks are missing though.
Some updates on the PreCaching logic:
This is the data for now: old logic without cache
new logic with cache
Some points against current solution:
Next steps:
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Description
TBD
To test
Out-of-Scope