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Fixes #5
Currently, some APIs inside GDTask rely on the
Engine.GetFramesDrawn()
API, which always returns 0 when Engine runs with--disable-render-loop
, this PR replaces all usage mentioned withEngine.GetProcessFrames()
, which works regardless whether the render loop is enabled.This API is also a better candidate for Unity's
Time.frameCount
API.However,
Engine.GetProcessFrames()
returnsulong
, which does not have-1
as a fallback value, I have replaced all-1
s with0ul
as a compromise, this could be an issue for some edge cases. Currently, I can pass the builtin test, but I think further tests are required.