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It would be great if the interface didn't take plain byte arrays. The reason being that you can't really allocate those easily from a block based system. Memory on the other hand is wrapper (like Span<>) around parts of memory that can be passed around between functions and stored in fields/properties. It supports pinning just like basic arrays do and byte[] should just be convertible to Memory so users of your library shouldn't be impacted by the API change.
The text was updated successfully, but these errors were encountered:
Not sure but since we're in Unity-land anyway, wouldn't it suffice to use NativeArray instead for the same benefits? This way we would not need the extra dependency.
It would be great if the interface didn't take plain byte arrays. The reason being that you can't really allocate those easily from a block based system. Memory on the other hand is wrapper (like Span<>) around parts of memory that can be passed around between functions and stored in fields/properties. It supports pinning just like basic arrays do and byte[] should just be convertible to Memory so users of your library shouldn't be impacted by the API change.
The text was updated successfully, but these errors were encountered: