sergiusz308 Posted September 15, 2023 Posted September 15, 2023 Hi, guys, in other, popular engine ;) there's a mechanism of coroutines, that enables execution of the code outside of main loop Update flow. It's similar to async code but with ability to schedule execution, i.e. at frame update and or after number of seconds passed. From within such coroutine method body I can mutate game objects (nodes in Unigine) - as such these coroutines run on the main thread as world nodes can be updated / removed only on the main thread in Unigine. Is my understanding correct that SDK does not have this implemented, out of the box? If SDK does not have it, could you please advise which part of the AppLogic (callbacks) can be used to implement such mechanism? Thanks, S.
silent Posted September 15, 2023 Posted September 15, 2023 There's example implementation that worked fine with 2.15.x version: And you can also take a look at UnityEmu implementation here: https://github.com/Meetem/UnityEmu/tree/master/UnityEmuCore/Coroutines 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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