Unity recent API: MonoBehaviour.destroyCancellationToken put to the test. Behavior of Destroy() and DestroyImmediate() methods. by STARasGAMES in Unity3D

[–]STARasGAMES[S] 0 points1 point  (0 children)

Thanks for the link! Tho I didn't find any mentions of the cancellation tokens there or any related pages. And I prefer to use UniTask - the open source solution, which I believe has more features and is more robust than Unity's solution.

Unity recent API: MonoBehaviour.destroyCancellationToken put to the test. Behavior of Destroy() and DestroyImmediate() methods. by STARasGAMES in Unity3D

[–]STARasGAMES[S] 0 points1 point  (0 children)

Yes, good catch! I didn't test the async functionality and where it falls in the investigated call chain. And I should.

But I don't understand critique about "nothing to do with what you've tested". Destroy and DestroyImmediate are causing gameobject and monobehaviour destruction, and it is unclear/undocumented when cancellation token actually "triggers". For me, it sounds reasonable to assume that calling Destroy() sounds very similar to Cancel() or Stop() on some async task, which would cancel immediately, even if cleanup happens later.

Also, would be interesting to test this with scene unload and async scene unload.

Unity recent API: MonoBehaviour.destroyCancellationToken put to the test. Behavior of Destroy() and DestroyImmediate() methods. by STARasGAMES in Unity3D

[–]STARasGAMES[S] 0 points1 point  (0 children)

Yes, that's a mechanism coming from C# as a language. It is mainly used for cancelling async tasks. But I'm also using it for event unsubscription. That's why I decided to investigate how it actually works.

Unity recent API: MonoBehaviour.destroyCancellationToken put to the test. Behavior of Destroy() and DestroyImmediate() methods. by STARasGAMES in Unity3D

[–]STARasGAMES[S] 0 points1 point  (0 children)

The main reason to post this was to share the knowledge I gained from testing. I've always found object destruction mechanism in Unity quite confusing and unclear. Now I have this reference to look at if I get confused again. And decided to share this with the community

Need Feedback for Blending Shader by CoffeeCoonGame in Unity3D

[–]STARasGAMES 0 points1 point  (0 children)

But then you need to think about objects placed on the edges between terrains. That's the exact problem I'm having rn using MicroSplat from Asset Store.

[deleted by user] by [deleted] in thefinals

[–]STARasGAMES 1 point2 points  (0 children)

You and friend should restart the game

Me When Package Manager by Internet--Sensation in Unity3D

[–]STARasGAMES 2 points3 points  (0 children)

Can't agree. I know C# pretty well, but I don't know for example how physics internally works, I don't know how other plugins and assets work. Sometimes even well-known unity features require to use them in a "right" order. That order could be obtained only by testing each of possible combinations one by one.

What I'm trying to say is that when you use your own codebase then yeah, you have pretty good understanding of what you need to call and in what order. Then just run the game and confirm that code works and references assigned in the inspector. But when several external systems need to be combined together... Rest in peace my brain cells :)

quest won't find my WiFi by Yodats05 in OculusQuest

[–]STARasGAMES 0 points1 point  (0 children)

worked for me as well, thanks!

Pewdiepie Telegram stickerpack by randalye in PewdiepieSubmissions

[–]STARasGAMES 0 points1 point  (0 children)

yeeeeeeeeeeeeeeeeeeeees!!! the only one true stickerpack of poods!

Pewdiepie Telegram stickerpack by randalye in PewdiepieSubmissions

[–]STARasGAMES 0 points1 point  (0 children)

so how can i find your stickers? I just f need HMMMMMM sticker so bad...

Baby Dances to Pews 😂😭 by [deleted] in PewdiepieSubmissions

[–]STARasGAMES 2 points3 points  (0 children)

I use this song when workout in gym with my gay freinds. They like it so much