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In my project I've changed the addon so that it runs the ticks based on my custom in game minute.
Would this be something that's worthing creating a pull request for?
Like you would change this dropdown to In Game Minute or Custom
and then maybe have a "tick source" export node that you can drag in and it will connect to the ticked signal within that node.
Was thinking this might help with performance.
The text was updated successfully, but these errors were encountered:
Seems to be a duplicate of #267 - my point in #267 (comment) was that one could simply set the process mode (of the Godot node itself) to disabled and then tick the tree manually. Is there a good reason why we cannot do that instead?
Sorry didn't see 267, they can definitely do that in the same way I just connected the tree to a signal, it just doesn't seem like the intended/supported usage. I was thinking it could be something you point to when people bring up the performance concerns of the tree getting ticked every frame.
I don't think this is a huge issue though because it's not that hard to do for yourself, I just have the code there and can make a pull request if you were interested.
In my project I've changed the addon so that it runs the ticks based on my custom in game minute.
Would this be something that's worthing creating a pull request for?
Like you would change this dropdown to In Game Minute or Custom
and then maybe have a "tick source" export node that you can drag in and it will connect to the ticked signal within that node.
Was thinking this might help with performance.
The text was updated successfully, but these errors were encountered: