public void Populate() { #if UNITY_EDITOR if (Debuger_K.useProfiler) { profiler = new NavmeshProfiler(gridPosition.x, gridPosition.z); profiler.StartProfile(); } #endif //getting target space YRangeInt chunkSize = GetChunkSizes(); chunkData = new ChunkData(gridPosition.x, gridPosition.z, chunkSize.min, chunkSize.max); GetInitialValues(); //getting all public values to support further work PopulateCollectors(); //getting colliders to make navmesh from them }
//all things here are used in UNITY main thread so things here can use unity API /// <summary> /// Function to populate template with further information. Here goes information about colliders and also usage of compute shaders if it enabled /// </summary> public void PopulateTemplate() { #if UNITY_EDITOR if (Debuger_K.useProfiler) { profiler = new NavmeshProfiler(gridPosition.x, gridPosition.z); profiler.StartProfile(); } #endif //getting target space YRangeInt chunkSize = GetChunkSizes(); //get chunk height size chunkData = new ChunkData(gridPosition.x, gridPosition.z, chunkSize.min, chunkSize.max); //create chunk data so further code are a bit more readable GetInitialValues(); //getting all public values listed on top to support further work PopulateCollectors(); //getting colliders to make navmesh from them }