Uh oh!
There was an error while loading. Please reload this page.
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This has been made in this way due to Its much more efficient a type check tan getting from the "already obtained component" the component with he typed object, and checking if is not null
So
x.component != null && x.component is NavMeshAgent
Is better than
x.component != null && x.component.gameObject.GetComponent() != null
This even let you use this in an asynchronous way since no unity API is being called
I have this oriented to async building, in my project, and it works fantastic
Is for that the second part of the condition is changed in both lines
So i see like a bad move not merging this, honestly