Hello fine folks! Kellion here. So… I’m developing a mobile game and being extremely new to optimization and unity in general, I do have some questions about how to waste the least possible performance. The language I always use is C#. Game in question is a SCHMUP with lots of simple enemies and bullets.
Buckle up, as there are a few of em’
-Continuously update a transform in the Update() function? Or do a “if X = Y then Update transform”?
-Can this line be optimised? (It’s used to make an object move continuously towards an angle specified by its Z euler.angle, it’s used by the majority of bullets in the game) -
"transform.localPosition += transform.rotation * Quaternion.Euler(Direction, 0, 0) * transform.forward * Speed;"
-(Not about Optimization but might as well get it answered right here) Are invokes affected by Time.deltatime?
-Use multiple objects that each have a sprite component attached? or a single object but with some exotic script that has multiple sprites somehow?
-Do empty objects weight significantly?(With just a transform attached, nothing else)
-Use an Invoke.repeating to check for x=y questions? Or just use the x=y in the update function.
-Use x += 1* time.deltatime in the update function to simulate a clock? Or something else? Or an invoke?
-Using if x=y instead of always changing a basic number in each Update() call(like X = 2 or something along those lines)
-Use a single large script? Or multiple smaller scripts?
-Do scripts only containing a Start() and some variables weight significantly while the game is running?
-Are Ints faster than floats in CPU? Or just on memory?
-Use fixed framerate? Or Time.deltatime?
-Change the transform.position via New Vector3 or use something else?
-Is 2D circle collision faster than 2D square collision like it is with their 3D cousins?
These are the questions that most bugged me lately. I apologise if some questions are so similar that they might be repeats, I’m in newbie land so It’s going to be like this, but for my game to be able to run properly with the high amount of objects in the scene, each of those objects better be fast.
Thanks for reading