FreedTerror
FreedTerror
You could do it with a Coroutine like this. using System.Collections; using UnityEngine; public class NewBehaviourScript : MonoBehaviour { private void Start() { StartCoroutine(WaitCoroutine(5f)); } private IEnumerator WaitCoroutine(float duration) {...
In the draw method `public static void Draw(Color? color, bool dashed, params object[] args) where T : Drawer` the only spot that seems to allocate memory each time the method...
Yeah `ArrayPool.Shared` sounds promising. I've never actually knew that class existed until now. The changes I tried making to avoid memory allocation ended up breaking the code completely.