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perf: improved runtime performance, dirty objects #2116
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…de.gameobjects into perf/improved-performance
jeffreyrainy
commented
Aug 12, 2022
com.unity.netcode.gameobjects/Tests/Runtime/NetworkVarBufferCopyTest.cs
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…e-enabling test, making it use SetDirty() properly
com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableBase.cs
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com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableBase.cs
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com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs
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com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviourUpdater.cs
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becksebenius-unity
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Aug 15, 2022
com.unity.netcode.gameobjects/Tests/Runtime/Metrics/NetworkVariableMetricsTests.cs
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…leWrite' PR review comment
NoelStephensUnity
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Aug 16, 2022
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Looks good!
jakobbbb
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to GooseGirlGames/com.unity.netcode.gameobjects
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Feb 22, 2023
…#2116) * Performance fix for large number of NetworkObjects * docs: style: changelog and coding convention * fixes tests (but not NetworkList ones) * Fixes NetworkList functionality * disabling incompatible test * test adjustment, following improvement in NetworkVariable sending * Merging two loops to scan over objects one less time (performance). Re-enabling test, making it use SetDirty() properly * improved naming, fixed tests * addressing 'This seems like it should be handled by PostNetworkVariableWrite' PR review comment * refactoring common part to duplicated code paths into a single instance * limiting m_IsDirty visibility, to encourage using SetDirty() Co-authored-by: starchitectus <acarija@gmail.com>
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Renames NetwoirkBehaviourUpdater's
m_Touchedtom_DirtyNetworkObjectsInstead of scanning all spawned objects, for each client, then checking visibility and updating,
we now scan only over the dirty objects and then over all clients for visibility.
Since few objects are dirty, typically, this improves performance.
Changelog