Hi,
With the latest release I experience a big drop in performance when the game is played in the editor. So much that it becomes unplayable. Actual player builds are fine.
I’ve tracked it down to the following line in GraphOwnerInspector.cs:
GraphOwner.onOwnerBehaviourStateChange += delegate { EditorApplication.RepaintHierarchyWindow(); };
When I remove that line everything runs smooth again.
I pool and reuse a lot of BTobjects that trigger that event when respawned, resulting in big 20+ frame drops.
Is it possible to add functionality to only trigger the heavy part of the repaint for the objects that actually have an inspector window open? Currently every time an object is enabled a lot of unnecessary memory is allocated.
Thanks a lot for letting me know.
Hmm.. I will probably have to remove the inspector highlighting after all, since I can’t think of a good solution for this.
Thanks again.