P0-A1: Part 368: Optimisations/Debugging
by PhoenixGames on May.06, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum
I have fixed an issue that I found in MS5 with the terrain and ground cover system.
The issue was that the positions of the trees, cities, and other ground cover objects were different on each run.
This was due to the pseudorandom number system being seeded at the beginning of a coroutine, and other functions calling the random number generator in between calls of the coroutine, changing it’s output.
I fixed this by simply creating a new random number generator that is unique to the ground cover generator, and will not be interrupted by other functions between calls.
This results in repeatable, pseudorandom numbers each time.

Unity
06/05/2018 , 08:11:55 AM
Unity 2018.1.0f2 Personal (64bit) – P0Main.unity – P0-A1 – PC, Mac & Linux Standalone

Unity
06/05/2018 , 08:18:39 AM
Unity 2018.1.0f2 Personal (64bit) – P0Main.unity – P0-A1 – PC, Mac & Linux Standalone*

Unity
06/05/2018 , 08:20:06 AM
Unity 2018.1.0f2 Personal (64bit) – P0Main.unity – P0-A1 – PC, Mac & Linux Standalone*

Unity
06/05/2018 , 08:10:59 AM
Unity 2018.1.0f2 Personal (64bit) – P0Main.unity – P0-A1 – PC, Mac & Linux Standalone






