The planet mesh takes only one frame to build, but populating it with objects is a slow process. In this test I use one coroutine to simulate multi-threading. There are 54 jobs running "simultaneously". It took me a whole week to figure out the algorithm and make it run, it is efficient at about 60 frames per second, however there I'm generating too much garbage which drops the frame rate to 30FPS. During the build part colliders are disabled to avoid costly physics calculations, at the end of the process each job must enable it's colliders, but this operation causes the frame rate to drop to 15FPS, and there's no way to improve it because for the Unity's API it's an atomic operation.
Sur cette page du site, vous pouvez voir la vidéo en ligne Simulating Multiple Threads in Unity durée heure minute seconde en bonne qualité , qui a été Téléchargé par l'utilisateur Jorge Reyna Tamez 19 novembre 2016, Partagez le lien avec vos amis et connaissances, sur youtube cette vidéo a déjà été regardée 404 fois et il a aimé 1 téléspectateurs. Bon visionnage!