hi there
i just got to play around with substance procedural mat with unity, and i was playing around with run-time modifying property and rebuilding it, thats all fine, but when i read about the parts regarding property caching, the documentation just confuses me.
quote from unity manual:
from the above, it seems like i should enable caches for properties that will not be modified in run-time, and whenever a rebuild is requested, it sounds like those cached properties will help speedup/optimize the rebuild, right? (edited: how do i inform unity about variables that will not change to help it cache? Set ProceduralMaterial.CacheProceduralProperty true? or false?)
quote from scripting reference for ProceduralMaterial.CacheProceduralProperty:
from the above, its saying cache all properties that you expect to be tweaking, and the fewer properties marked cache true, the more efficient when rebuilding happen! so, what exactly happen to the cached properties when a rebuild occurs? are those cached properties being reused in the rebuild? or are they force flushed and cached again and causing rebuilding not efficient?
so, my question is:
should i cache as much non-runtime tweaking properties as possible for performance optimization, or should i not?
(edited: maybe i should be asking should i set cache TRUE for runtime tweaking properties, or NON-runtime tweaking properties)