Before we start, I’m not done with the quiver topic yet (it’s 3 AM here. If I try coding anything right now my sibling will kill me ), but this has been a serious problem for a while, so I figured it’s important for me to bring it up before it slips off my head
As you may be aware, my game runs based on a RespawnManager system. The problem is, after testing the game, the respawners (I.E: the clones of the enemy being respawned) stay in the hierarchy, and I’m guessing it’s the main reason why Unity has been extremely slow on me recently, because it takes time prior to testing the game to delete those NPCs before re-running the game code again, and they frequently bulk up to be a lot, and I mean A LOT of NPCs over time stored there. How do we code it in such a way that post testing, the RespawnManager children are cleaned up? I was thinking of cleaning a list similar to what we do for the AggroGroup, but I’m not sure of that right now, and I won’t be able to test code it for a few more hours
Please leave this topic empty until we finish the quiver. It’s the next problem I want to address, but let’s take it slow before it becomes the third parallel problem I’m dealing with at once (I’ll delete this paragraph at the end)