Replies: 2 comments 4 replies
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Hey, good idea, let me think about it. Do you have a real-world example where this can be useful? One concern I have is that it would still not be possible to pass value types as targets because doing so will cause value boxing, resulting in GC allocation. |
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Rent a GameObject from objectPool(class) and return it when the animation is finished. var target = objectPool.Take();
Sequence.Create()
.Group(Tween.Position(~~~~))
.Group(Tween.Scale(~~~~))
.OnComplete(target, objectPool, static (t, p) => p.Return(t)); |
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I want to achieve zero allocations while passing more than 2 arguments in OnComplete.
I think this can be accomplished this way, can you add it?
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