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Unity 5  Game Optimization

You're reading from   Unity 5 Game Optimization Master performance optimization for Unity3D applications with tips and techniques that cover every aspect of the Unity3D Engine

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Product type Paperback
Published in Nov 2015
Publisher Packt
ISBN-13 9781785884580
Length 296 pages
Edition 1st Edition
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Chris Dickinson Chris Dickinson
Author Profile Icon Chris Dickinson
Chris Dickinson
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Table of Contents (10) Chapters Close

Cache Component references

A common mistake when scripting in Unity is to overuse the GetComponent() method. For example, the following script code is trying to check a creature's health value, and if its health goes below 0, disable a series of Components to prepare it for a death animation:

void TakeDamage() {
  if (GetComponent<HealthComponent>().health < 0) {
    GetComponent<Rigidbody>().enabled = false;
    GetComponent<Collider>().enabled = false;
    GetComponent<AIControllerComponent>().enabled = false;
    GetComponent<Animator>().SetTrigger("death");
  }
}

Each time this method executes, it will reacquire five different Component references. This is good in terms of heap memory consumption (in that it doesn't cost any), but it is not very friendly on CPU usage. This is particularly problematic if the main method were called during Update(). Even if it is not, it still might coincide with other important events, such as creating...

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