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...
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 ...
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...
using UnityEngine; using System.Collections; [RequireComponent(typeof(Animator))] public class RootMotionScript : MonoBehaviour { void OnAnimatorMove() { Animator animator = GetComponent<Animator>(); if (animator) { Vector3 newPosition = transform.position; newPosition.z += animator.GetFloat("Run...
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 ...
When the Start function of this script is called, it will start loading the AssetBundle by calling the function as a Coroutine.The function will yield on the WWW object as it downloads the AssetBundle. By using this, the function will simply stop in that point until the WWW object is done...
(IsInitialized) return; // Create a builder for IAP service var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance(AppStore.GooglePlay)); // Register each item from the catalog foreach (var item in Catalog) { builder.AddProduct(item.ItemId, ProductType.Consumab...
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...
This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. DrawMeshNow Draw a mesh immediately. DrawProcedural This function is now obsolete. For non-indexed ...
// As we can see this function includes only one parameter "\_owner", of the type "address". [Function("balanceOf", "uint256")] public class BalanceOfFunction : FunctionMessage { [Parameter("address", "_owner", 1)] public string Owner { get; set; } } // Another type of smart ...