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Changing preview objects causes flickering selection outlines #453

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bdunderscore opened this issue Oct 14, 2024 · 0 comments · Fixed by #454
Closed

Changing preview objects causes flickering selection outlines #453

bdunderscore opened this issue Oct 14, 2024 · 0 comments · Fixed by #454

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bdunderscore added a commit that referenced this issue Oct 14, 2024
Previously, we swapped between two proxy renderers in order to minimize the cost of building new
game objects all the time, and to allow a new pipeline to build in parallel with rendering the
prior pipeline. This worked, but caused flickering effects, due to the unity selection system being
stateful and remembering the previously selected/highlighted instance ID.

Here, we instead have a single primary proxy used for all rendering, and use alternate objects
while setting up a shadow proxy pipeline.

Closes: #453
bdunderscore added a commit that referenced this issue Oct 14, 2024
Previously, we swapped between two proxy renderers in order to minimize the cost of building new
game objects all the time, and to allow a new pipeline to build in parallel with rendering the
prior pipeline. This worked, but caused flickering effects, due to the unity selection system being
stateful and remembering the previously selected/highlighted instance ID.

Here, we instead have a single primary proxy used for all rendering, and use alternate objects
while setting up a shadow proxy pipeline.

Closes: #453
bdunderscore added a commit that referenced this issue Oct 15, 2024
Previously, we swapped between two proxy renderers in order to minimize the cost of building new
game objects all the time, and to allow a new pipeline to build in parallel with rendering the
prior pipeline. This worked, but caused flickering effects, due to the unity selection system being
stateful and remembering the previously selected/highlighted instance ID.

Here, we instead have a single primary proxy used for all rendering, and use alternate objects
while setting up a shadow proxy pipeline.

Closes: #453
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