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4 changes: 2 additions & 2 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -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.

Expand Down Expand Up @@ -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
- Debug draws to the debug layer! so you are gonna need that layer