Unity's ScriptableObject and Threading
I found a pleasant solution to a problem I had in Unity that I thought I'd share. This post is technical in nature and won't be of interest to people who don't use Unity. In my procedural game I'm doing a lot of lengthy calculations and I've been looking into doing them in a separate thread in order to easily spread out the calculations over multiple frames. Using co-routines for this was getting overly convoluted, with yield statements and ...