Hello mateys,
In short, I have a relatively computationally complex set of code for generating terrain on the fly that currently costs too much to run as a single function call from the Update() when conditions are filled i.e.
void Update(){
if(some_condition){
Some_Void_Function();
}
}
I have optimised my code to the best of my ability, but still find the game hangs briefly when calling this function once the condition is fulfilled.
I predict that with my limited skills and resources I cannot do it more cheaply than it stands at the moment. However, I am lucky in that I have plenty of time between function calls. As such, is there some way within C# of making the code run bit by bit over time rather than in one fell swoop to decrease the spike in processing when I call the function?
Many thanks,
Popup Pirate