Posted July 05, 2024 by chemicalcrux
I upgraded to Unity 6 Preview this week. The interface is very pretty.
I spent most of the week working on dry technical stuff, then remembered that I wanted to put in more Hot Vore Content
I’ve added a new swallowing animation for cock vore. I’ve got two options right now: one and two. Only the second one is in game right now, but I’ll probably have both.
There’s also a new animation for anal vore that doesn’t involve a grab (so, just get really close to prey to use it).
Creating an object requires memory, and when that object is no longer used, the memory needs to be cleaned up.
The game was creating a huge number of objects that it used once and then threw away. This includes things like:
PlannerAction
: A single “thing” the AI can do as part of a planActivity
: Something you can do. Any time you see a button prompt, that’s an Activity
.Facts
: A collection of things the AI knows aboutAdditionally, the process of building the PlannerAction
lists (for the AI) and Activity
lists (for both the player and the AI) were inherently producing a ton of garbage.
This doesn’t mean that the game has a “memory leak”, where it uses more and more memory until it crashes. It just means that the game has to do a lot of work to clean up all of that garbage – all of the objects we created and then threw out.
That garbage collection process can cause very long hitches, where the game freezes for a good fraction of a second!
I dramatically reduced garbage production by memoizing many of these objects. That means I create them once, then use them over and over.
This is mostly relevant if you spawn lots of entities. For one-on-one scenarios, it’s less relevant – but it still nice to be tidy (:
I’ve added some new settings:
I improved the vision/sound alert icons. They now point directly to the threat when it’s in front of you. They switch to hugging the edges of your screen when the threat is behind you.
Using a controller now locks the cursor by default. You can turn this off in the “Interface” settings – and the mouse now works properly in menus when a controller is active, too.
(The mouse is part of the gamepad control scheme so that I can get gyro input from my Steam Deck!)