Eli Curtz
Eli Curtz
Looks like infinite recursion in MathNode.GetValue
True enough, but recursion in the graphs is something that will come up in a lot of cases, maybe there should be some sort of built-in callback in the connector...
Actually I guess I shouldn't close this, since it's still a nasty crash in the demos. I'll leave it open for you to do as you see fit.
I would definitely extract the data and create audio assets. A) I'm pretty sure this will be considerably easier, and B) It puts them into the regular asset pipeline so...
I believe they don't show up in the project because the other objects are being created in memory from the VPX data rather than converted into Unity assets during load....
I don't feel like the current cross platform load from the VPX file is offensively slow, although obviously the faster the better. There are presumably ways that could be improved...
Option 1 makes much more sense to me. VPX is the thing with a totally non-standard unit so importing / exporting VPX data is where the conversion should happen. Real-world...
The Unity VectorGraphics package has triangulation support. It uses LibTess.net behind the scenes. https://docs.unity3d.com/Packages/[email protected]/manual/index.html
It might not be worth trying to come up with a really smart solution versus some sort of tool for manually replacing them with a little bit of intelligence built...
Is that mesh dynamic or saved as part of the .vpx?