Optimizing a demanding function may seem like a good place to start, but it may be that the function in question is already as optimal as it can be and is simply expensive by nature. Instead of changing that function, there may be a small efficiency saving we can make in a script that...
Store to the class field, you can use UniTask.Lazy that supports calling multiple times. .Preserve() allows for multiple calls (internally cached results). This is useful when there are multiple calls in a function scope.Also UniTaskCompletionSource can await multiple times and await from many ...
Invoking function calls through interfaces vs direct objects or calling virtual functions can often be much more expensive than using direct constructs or direct function calls. If the virtual function or interface is unnecessary, then it should be removed. However, the performance hit for these appr...
functionMyFunction(param:String) { Debug.Log(param); } Asingle string, integer or float argument must be passed when usingSendMessage(),the parameter is required on the calling side. If you don't need it then justpass a zero or other default value and ignore it on the Unity side.Additi...
The timing of calling functions within your own scripts:脚本调用函数的时间(这里具体应该还是脚本改动了属性,从而实现什么效果) 如下图所示,展示了Animation的Windows下面的光照变换动画: Animation from external sources 对于外部导入的Animation Clip,有两种类型的格式,一种是动画通用的.fbx格式,另一种就是美术软件...
It'll pass the element value and index to your function Return the desired label content from the function using SaintsField; [RichLabel("<color=indigo><icon=eye.png /></color><b><color=red>R</color><color=green>a</color><color=blue>i</color><color=yellow>i</color><color=cyan>n...
Currently, inspection of code generated by IL2CPP reveals that the simple declaration and assignment of a variable of typeSystem.Functionallocates a new object. This is true whether the variable is explicit (declared in a method/class) or implicit (declared as an argument to another method). ...
CancelInvoke to stop calling the CountTime function. On the other hand, we can get a reference to the GameplayUIController in the Player script, and when the player dies we can call a function that we would define in the GameplayUIController script that will use ...
If a debugger is attached to the project (System.Diagnostics.Debugger.IsAttached is true), AssertionException is thrown to pause the execution and invoke the debugger. using UnityEngine; using UnityEngine.Assertions;public class AssertionExampleClass : MonoBehaviour { public int health; public GameObje...
General: Significantly reduced the filesize of the Linux libraries. Database (Desktop): Added a function to create directories recursively for persistent storage that fixes segfaults.6.16.0:Changes General: Prevent Firebase SDK from causing GC in every frame. General (Editor): Improved the perform...