Hello everyone, I have a small question in mind. I am writing a sway script for an object, the object’s position will be swayed using Mathf.Sin, according to the Vector3 variable that is adjusted through the inspector. I am going to be giving minor examples, but I will expand this script and use it in a lot of places, that’s why I am trying to be careful about optimization and asking this question. Now, what grinds my mind is, if I do not want any sway in for example Z axis, I’ll leave it 0 right. But if I write the sway script like this :
public Vector3 amount; transform.position = new Vector3(Mathf.Sin(Time.time) * amount.x, Mathf.Sin(Time.time) * amount.y, Mathf.Sin(Time.time) * amount.z);
This script will try to calculate the sin variable for “0”, and I think this may hold some space in the memory or cpu right ? So I thought, I can create variables like this:
float swayX = 0.0f; if(amount.x != 0) swayX = Mathf.Sin(Time.time) * amount.x;
and same for the other ones. But I do not know if this kind of checking will cause more overload on the cpu than the first option ?
The other way that I think about is :
private float swayX; if(amounts.x != 0) swayX = Mathf.Sin(Time.time) * amount.x;
This one is similar to the second option, but this will also hold a place in the memory for swayX variable, like the second one does.
I do not know if these three options make a difference, eventhough will be used a lot or not, but I still got doubts in my head, and if someone could clear them, it’d be perfect ! Thanks :).