And…
I think my next issue also fits in thread.
Still not much I can do and still a lot of learning ahead of me.
I already know that in the programming, different things can do in different ways, I really like it, but I’m afraid of optimization
My current problem is: “class versus structure”
At the moment, items, objects and NPCs in my project are structures. in example:
[attachment file=”2016-08-20_16-54-45.jpg”]
S_Item_Data = structure
I did it because not fully understand how they work references (with classes). Before, they were is class, when the game was creating an object from Data Table, I had various errors. Roughly I understand why this happened.
But, more important for me is something else:
I was planning to buy —> https://www.assetstore.unity3d.com/en/#!/content/59863
However, the seller explained to me, that I must to use classes instead of structures, if i want to use the package.
At the moment, everything in my project seems to work fine (except for delays caused by macros 😉 )
Leaving aside the question Visual Item Database, I could change the structures on classes (lot of work) and try to deal with references. But much more important is the question:
What’s better for performance and general use, structures or classes? (especially in the situation described) and… (especially in FlowCanvas)