Calling SetActive on an active gameobject

Is there is a performance hit on calling setActive(true) on a gameobject that is already active, for example in update

void Update () {
if(carScript.currentSpeed > 100 )
speedRender.SetActive(true);
else
speedRender.SetActive(false);
}

Thanks

Off the top of my head I wouldn’t say so. Not sure what happens from the rendering side but it doesn’t seem to call it recursively on its children, so I’d say it’s probably quite minor. If you’re worries about it though you can always check the activeSelf property which tells you if it’s already active.

can always A/B test using the profiler to see what the impact of just setting it vs checking and setting it is…