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Vasco Streetmaps 2

Vasco Streetmaps 2

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Vasco Streetmaps 2

Wikibooks:Gaming/VFS Functions: VFS load()

VFS load() – the VFS filesystem code. since each file is loaded into memory separately. This is the most efficient way to load a file into memory, since memory can be used more efficiently.

VFS Injecting Functions – The VFS file system

VFS Injecting Functions – The VFS file system
INTRODUCTION
It is important to note that the VFS file system is an exception of the AVS file system in that the VFS does not use any memory.
Once the AVS process is running. we can inject a function into the VFS.
The VFS can be considered the heart of the AVS process. This is especially the case on Intel architecture machines. This can be achieved through the use of VFS inject points.
VFS SEARCH PATH
The VFS file system is constructed in a linear fashion.
Each entry into the VFS file system is a search path. The search path contains a base directory. The base directory can be a search path. The search path is used to search for the base directory or entry. The base directory is simply the first directory in the search path. This is to allow the OS to search through the search path.
When we reach the base directory. the contents are loaded into memory. After the contents are loaded into memory. we can go through the first directory. and load its contents into memory.
By the time that we reached the base directory. the OS has loaded the contents of the first directory in memory. This is all that is required to allow us to search through the first directory.
In order to give the OS access to the contents of the first directory. a directory entry is allocated. This entry stores the information about the directory. This information is used to allow the OS to search through the directory.
When we reach the base directory. the VFS file system no longer searches through the base directory. It searches through the contents of the directory and loads the contents into memory.
If you inject a function at the base directory. the OS will search through the contents of the base directory.
This means that when we are at the base directory. we can search for the base directory.
This allows us to avoid having to load the contents of the base directory. Once the contents are loaded into memory. we no longer search through the base directory.
VFS SEARCH PATH

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VASCO STREETMAPS® VASCO STREETMAPS® is a multiplatform mapping software solution for desktop. vasco streetmaps 2Q:

How to keep reference to GameObject and update it in Unity?

I have a very rough and simple question.
Basically I have a generic class that holds a reference to a GameObject class, and every class that inherits from the generic class needs to update the GameObject in question when a property changes. Here is the code for the class:
public class MyObject : GenericClass
{
private GameObject refObject;

public MyObject(GameObject Object)
{
refObject = Object;
}

public override void Update()
{
refObject.transform.position = transform.position;
}
}

I want to be able to add as many MyObjects as I like in the scene, update each of them every frame and keep them all in sync without having to write code in every MyObject class that calls an “Update” method on the GameObject.
Here is what I tried:
public void Start()
{
refObject = GameObject.Find(“GameObject”);
GameObject.Find(“GameObject”).transform.position = transform.position;
}

public void Update()
{
refObject.transform.position = transform.position;
}

With the Start() method, I get a NullReferenceException and I don’t understand why because the class has the GameObject as a parameter so I thought it would create a reference to the GameObject.
With the Update() method I get an unexpected error when the statement GameObject.Find(“GameObject”) is executed

A:

For the first issue, what you have right now is a local refObject, which is going to be destroyed immediately when the
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