Is this an inefficient way to make a pause button for the iPhone:
var pauseButton: GameObject;
var hit : RaycastHit;
var pauseGame : boolean = false;
function Update () {
for (var touch : iPhoneTouch in iPhoneInput.touches)
{
var ray = Camera.main.ScreenPointToRay(touch.position);
var hit : RaycastHit;
if (touch.phase == iPhoneTouchPhase.Began)
{
if (Physics.Raycast(ray,hit))
{
if (hit.collider.gameObject != null)
{
if(hit.collider.gameObject == pauseButton)
{
if(pauseGame == false)
{
// call pause game function
pauseGame = true;
}
else
{
//un pause game
pauseGame = false;
}
}
}
}
}
}
}
I'm a little worried as its in update() and is constantly checking?
Thanks