Hi,
I’ve been using Unity for quite sometime and always have been using _cachedTransform to save locally my object transform because I’ve always been told that it’s more efficient and improves performance because (from what I googled) when you do game object.transform it will actually call game object.GetCompoment().
Unity 3D is now a more stronger and improved tool than before so for me it is really strange that something so basic and important on the development of a game as translating an object, doesn’t have this optimised to have the transform variable a local variable from MonoBehavior that calls GetComponent() on Start (basically what is done to save performance).
So my question is: Is still wise to use cached transform to improve performance? Why haven’t Unity development team improved this from their updates?