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1:10 PM
Nice work! I remember getting similarly substantial speed-ups by pre-sizing my collections to the maximum size they'd need to be, since on large problem instances the overhead of re-allocating them as they grew was noticeable.
 
user92578
1:24 PM
Yeah, I suppose it's the few initial small allocations that really slow things down... probably some more proper initial size bounds would've been possible to figure out had I not been so tired of hitting my head against the problem
 
For me I was working in C#, so allocating new large collection sizes was probably triggering a full garbage collection sweep and compaction in the middle of the hot loop. 😖
 
 
2 hours later…
user92578
3:39 PM
Luau looks interesting: luau-lang.org
 
user92578
4:45 PM
Seriously we're fucking becoming just a Unity Beginner Tutorial and a Unity Bug Tracker...
 
Hm! Luau does indeed look interesting!
I think it's valid to post here about bugs encountered in tools. There might be known community workarounds that are faster to implement than waiting on the bug report pipeline to do something about it. I just like to remind people to also report the bug in case their question here yields no such known fix.
 
user92578
Surely a known issue would have that information available in the official bug thread
 
You might have a better experience using bug trackers than I have. 😉
 
user92578
Well, more in the sense that, if someone is writing answers here, I'd imagine they would also bother writing to the developers on the tracker
 
user92578
Not expecting everyone to report every issue they find
 
user92578
5:01 PM
We might as well start making release note questions too for completeness sake, "What was introduced in Unity 2021.2?"
 
user92578
"What can I find in the Unity Asset Store?"
 
But the question isn't "what is this bug" the question is "what do I do about this problem" whether it's a bug or not.
 
user92578
Well in one case today it's not even a question, mostly a statement.
 
5:19 PM
Vectorization... In terms of ecs i always hear vectorization and cache friendliness. Those are two different things, right ? Is vectorization of loops where we acess structs even possible in c# ? I actually could only find stuff about c# vectorization of primitives like ints, float, doubles.
 
@Tyyppi_77 We can fix that with an edit if it's bothersome.
 
user92578
We shouldn't have to do that.
 
If StackExchange meant for only the original poster to edit questions to make improvements, we wouldn't have an edit button too. But we do. 😉
There we go, does that read a bit better now?
 
user92578
Yeah, and if StackExchange meant for common users to know how to use a site, they'd add something like a help center
 
And they offer both because, it turns out to run a useful community site, you need both. Relying on help documentation alone doesn't solve the problem.
 
5:49 PM
@genaray Some vectorization can be done for you by the compiler and even sometimes by the processor's microcode. There are also C# libraries that implement SIMD vectorization for some common use cases like vector math.
 
user92578
Happy to see that this is an eternal issue?
 
Kind of accepting that it's what I signed up for when becoming a regular commentor/editor/moderator here. 😉
 
6:35 PM
haha yeah comes with the territory
 
 
5 hours later…
11:45 PM
0
Q: Lights do not fully respect SortingLayers in Universal Render Pipeline

DyingIsFunI just installed Universal Render Pipeline (10.5.1) into my Unity (2020.3.15f2) 2D project and believe I have everything configured correctly. I created a new RenderPipeline asset I deleted the default Renderer on it and added a new 2D Renderer I added the RenderPipeline into the Graphics sectio...

 

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