Chapter 4. Event-driven Programming
The Update
events for MonoBehaviour
objects seem to offer a convenient place for executing code that should perform regularly over time, spanning multiple frames, and possibly multiple scenes. When creating sustained behaviors over time, such as artificial intelligence for enemies or continuous motion, it may seem that there are almost no alternatives to filling an Update
function with many if
and switch
statements, branching your code in different directions depending on what your objects need to do at the current time. But, when the Update
events are seen this way, as a default place to implement prolonged behaviors, it can lead to severe performance problems for larger and more complex games. On deeper analysis, it's not difficult to see why this would be the case. Typically, games are full of so many behaviors, and there are so many things happening at once in any one scene that implementing them all through the Update
functions is...