private var dynamicZoom = PlayerPrefs.GetInt("dynamicZoom") > 0;
Worked a treat in b5… now throws…
Sad face.
private var dynamicZoom = PlayerPrefs.GetInt("dynamicZoom") > 0;
Worked a treat in b5… now throws…
Sad face.
unity engine stuff always was meant to be called from the main thread only, wasn’t it.
guess it also required it before, it just didn’t warn you / stop you from messing it up
Well it also worked ![]()
I’ve seen example code from others here that did it, so I stole the idea. I’ve used it in… quite a few places.
Very annoying. shakes fist at unity guys How dare you make me copy/paste several lines of stuff!
Not needfully
It potentially just didn’t crash upon you yet.
Parallel code isn’t predictable to a degree where you can say that “did not crash” is equal “to it works”, not even remotable.