From 82678628e3582f2f70f627f54d5152f764c9490c Mon Sep 17 00:00:00 2001 From: Tim Kevin Oxley Date: Tue, 19 May 2020 16:29:30 -0400 Subject: [PATCH] Typo Perhaps? --- README.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index 453edeb..346c467 100644 --- a/README.md +++ b/README.md @@ -237,7 +237,7 @@ Cycle B.a Cycle B.b Cycle C ``` -This is all fine and dandy, but what if ```Cycle A``` requires something to be done on ```Cycle A``` before it runs? For example, what if ```Cycle A``` is a list of particles that need to be placed smoothly along a mesh ( ```Cycle B``` ) surface? We need the mesh to be created before ```Cycle A``` before it gets run otherwise its going to place it on ***WHAT?*** nothing? +This is all fine and dandy, but what if ```Cycle A``` requires something to be done on ```Cycle B``` before it runs? For example, what if ```Cycle A``` is a list of particles that need to be placed smoothly along a mesh ( ```Cycle B``` ) surface? We need the mesh to be created before ```Cycle A``` before it gets run otherwise its going to place it on ***WHAT?*** nothing? Now in Unity, we would go into the script execution order and make sure ```Cycle B``` got called before ```Cycle A``` but that gets *really* tedious, especially with more complex systems. @@ -703,4 +703,4 @@ Data.cs should be custom written for every project. The one in this project cont - Calling ```DebugThis``` in any cycle will make it so you can click on the game object that is firing the debug call. -- Debug draws to the debug layer! so you are gonna need that layer \ No newline at end of file +- Debug draws to the debug layer! so you are gonna need that layer