Memoization - seamlessly cache any function to boost performance
Rolling Sausage
$6.04
(no ratings)
Date |
Price |
---|---|
日時 |
価格($) |
10/10(2023) |
6.04 |
11/27(2024) |
6.04 |
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Package seamlessly caches any function of any of your objects and eliminates any repetitive work.IL2CPP is not supported (Edit > Project Settings > Player > Scripting Backed).Requirements:Scripting Backend - MONO (IL2CPP not supported)API compatibility level - .NET Framework (.NET Standard 2.1 not supported)Package implements Memoization techniques into any Unity project (built-in, URP, HDRP, custom render pipeline). Package allows you to cache any function's result and return a cached result instead of calling same function again next time it is invoked.With this Memoization package, complex algorithms and resource-intensive calculations are seamlessly optimized. Intelligent and lightweight caching system remembers previously computed results, eliminating repetitive work and ensuring your application runs smoother than ever before.Package utilises dynamic static type, which does not work with IL2CPP. Scripting backed must be Mono and API compatibility level .NET Framework. Package does not have any dependencies so it could technically be used outside of Unity as well.Note that package is considered to be fully ready for production, but to rule out any potential issues or feature requests that could be found in the first few months of the release, this is currently marked in Beta version. Github repo available for detailed documentation, any issues, features or questions.(Once full version is released, package price is likely to increase. Anyone who purchases it now are guaranteed to get all the latest updates for free)Package is LTS and actively maintainedMemory friendly (no memory leaks)Lightweight source code (<10KB)Supports any object as all functionality is injected through extension methodsWorks with any render pipelineWorks only with Mono platform (scripting backend)Oldest Unity version tested: 2020.3.0Code has no dependencies so it could be used outside of Unity as wellDocumentation / Issues / Feature Requests: GitHub link