Performance, improved ShapesMeshGen.cs performance by removing a local lambda
Hello! We were running into expensive per-frame costs from ShapesMeshGen.GenPolylineMesh. ~12% of the cost came from the local SetUv0 lambda. Replacing this lambda with a standard function reduced the cost to ~6%.
A bit of an older version of Shapes so this may no longer be a relevant change.
Reporting a bug? please specify Unity version:
Reporting a bug? please specify Shapes version:
3.0.0
Reporting a bug? please specify Render Pipeline:
Built-in render pipeline
okay - looks like the performance isn't because it's a local function, but rather because it captures variables. I've now made it a non-capturing local function, so this performance gain is now in for 4.2.0