What I mean is that when a graph has an error exception, the entire graph list stop to be Updated and so the game can break at any moment for any reason (like a simple graph with null reference can break the main character which has no error at all).
Unity has a protection for this, script can throw error, but the rest of them continue to be executed.
I asked my team, but we don’t know how Unity does this exactly without sacrifying all performance. And putting a try catch before each Grpah Update seems to be not a good solution (or it is ?).
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