using System.Collections;
using UnityEngine;
public class CurrencyGeneration : MonoBehaviour
{
public GameObject currency;
float xRange = 2f;
float yRange = 2.5f;
int currencyAmount = 10;
void Start()
{
StartCoroutine(GenerateCoin());
}
IEnumerator GenerateCoin() {
for (int i = 0; i < currencyAmount; i++) {
float timeBeforeNext = Random.Range(.1f,.2f);
Vector3 currencyPosition = transform.position;
GameObject createdCoin = GameObject.Instantiate(currency, currencyPosition, Quaternion.identity);
Vector3 coinThrow = new Vector3(Random.Range(-xRange, xRange), Random.Range(0, yRange), 0);
createdCoin.GetComponent<Rigidbody2D>().velocity = coinThrow;
yield return new WaitForSeconds(timeBeforeNext);
}
}
}
I’m looking for any feedback about this code’s efficiency. It works exactly like I want, but is it well-optimized?
Ryiah
July 29, 2024, 8:24pm
2
I mean you’re executing the code every 1/10th to 1/5th of a second. It could be a hundred times more complex and you’d never notice it.
So is it better to use fixed update for this one
Ryiah
July 29, 2024, 8:28pm
4
Worse. FixedUpdate
is only really useful if you need to execute code constantly.
So what would give me more performance. I’m new to unity, so maybe it is some useful method I can read about
Ryiah
July 29, 2024, 8:33pm
6
unity_D6E596AC7DF0DF6AB284:
So what would give me more performance. I’m new to unity, so maybe it is some useful method I can read about
Nothing. It’s fine as it is. If you’re having performance problems it isn’t with that code.
Thanks for your reply, I was just wondering about this exact part optimization. I worry about it so much
Ryiah
July 29, 2024, 8:38pm
8
unity_D6E596AC7DF0DF6AB284:
Thanks for your reply, I was just wondering about this exact part optimization. I worry about it so much
Yeah, that kind of worry is normal when you’re just getting started, but the best way isn’t to guess. Unity has a tool to help you find sections of your project that aren’t performing well.
2 Likes
Huge thanks! Didn’t know about this tool