11clock

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One idea is to keep a list of the class’ mixins. If super is called in a method, it can check the mixin list first before trying to call the...

I have tested further and found that the issues at 64 and 128 channels occur after 64 iterations of the sound have played. No audio issues at 63 channels and...

Nevermind about 63 and below being fine. My sound effects are randomly cutting out or not playing, and it seems to get worse with higher channel counts.

Here is the full wrapper class I made where I am encountering the above-described issues. ```cs public class SfxSystem { private const int MaxChannels = 63; private FmodSystem _fmodSystem; private...

This solution sounds nice, but what about putting the "InitSceneEntitiesSystem" logic within the "ViewableEntityInitializer" MonoBehaviour itself? I think that this would allow the logic to work when you instantiate objects...

@ShadeSlider Ah, I was wanting to use this as a replacement for the deprecated blueprints, so that I can use Unity's new tilemapping feature for building levels within the scene...

@ShadeSlider Discovered an issue with this setup. The components generated on the entity become directly attached to the ones in the config file, meaning the config file gets altered by...