Optimization
We've gotten through the compiler errors. We've fixed all of the Accessed None warnings. We've used the log to debug our broken code. What else can go wrong? Well, if we're using inefficient code we can start to take hits to our game's frame rate as well. There are a few things we need to avoid doing, as well as a few tools to help us keep our code running quickly. The most important of these is the profiler.
The profiler
Something we might not think about when we start programming is how fast our code is running, and which classes or functions are taking the most time to run. So how do we find out? This is where the profiler comes in handy. It can give us an organized view of exactly where UnrealScript is spending its time. Let's take a look at it.