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SuperInvoke has a class, SystemTime.cs, which calls Unity Time.time off the main thread. This causes Unity to throw an exception due to cross-thread access and it breaks all delayed SuperInvoke run methods. I wrote the developer and I'm holding off on a negative review to see if a fix can be provided.
Updated to reflect no response from developer.
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L
Use it in every project now
7 years ago
Light_Bringer777基于版本3.2
Amazing asset. As powerful as it should while staying as clean and simple as can be.
Great for all sorts of task where you deal with time and temporal coupling.
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Brilliant asset, saved me a lot of work. I Did get stung by a scoping error at one point but I quickly resolved that after (dun dun duuun) actually reading the manual, which, speaking of, is extremely thorough and easy to read. This is just an all-round professional asset that does as stated on the box, a well-earned 5 stars.
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I feel very fortunate because I found this asset.
I use this asset in my two projects.
I really do not know how to solve the call and loop problems perfectly. This asset makes me relaxed, let the problem be solved.
Thanks to the author, thanks to the store, thanks for this asset.
I even translated the document myself and put it on my Chinese blog.
http://www.jianshu.com/p/1a56ccdd9d6e
In addition, the documentation for this asset is the easiest document I've read.
Awesome!
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M
Excellent Asset
9 years ago
Munchy2007基于上一个版本 3.1
Quite simply one of the most useful assets I have ever purchased. I can't imagine how I ever got by without it!
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来自发布商的回复:
回复时间 9 years ago
Thanks!
By now is the backbone of my game!
Super invoke has totally replaced animation events that are pretty awkward to use.
You can synchronize animations so easily that you don't even have to think how to do it... you just do it!
Never had any kind of performance problem, despite the heavy use and the size of the game (it's pretty big).
Imho a must have for every game!
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