com.unity.netcode.gameobjects
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perf: improved runtime performance, dirty objects
Renames NetwoirkBehaviourUpdater's m_Touched to m_DirtyNetworkObjects
Instead of scanning all spawned objects, for each client, then checking visibility and updating,
we now scan only over the dirty objects and then over all clients for visibility.
Since few objects are dirty, typically, this improves performance.
Changelog
- Preformance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects
DRAFT !!
Not ready. This breaks a bunch of testing. Opened draft PR just to be able to discuss and easily refer to changed lines.