Unity Code Optimization - Do you know them all?

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  • Опубликовано: 22 май 2024
  • Find what common Unity optomizations truly make a difference. In this video I go over a bunch of interesting optimization tips as well and give you my recommendations on each.
    Keep your code running fast with as little garbage allocation as possible by learning from these important concepts.
    Benchmarks (let me know if you get weird results!): tarodev.itch.io/unity-benchmarks
    Code: github.com/Matthew-J-Spencer/...
    Linq garbage allocations: www.jacksondunstan.com/articl...
    Some topics covered:
    SendMessage, Vector3.Distance, Find Objects, NonAlloc, Camera.main, Linq vs loop and Stringbuilder
    ❤️ Become a Tarobro on Patreon: / tarodev
    =========
    🔔 SUBSCRIBE: bit.ly/3eqG1Z6
    🗨️ DISCORD: / discord
    ✅ MORE TUTORIALS: / tarodev
    0:00 intro
    0:12 SendMessage
    1:22 Extern call caching
    3:02 Vector3.Distance vs SqrMagnitude
    4:20 Find Objects
    6:44 NonAlloc
    9:34 Camera.main
    10:51 Linq vs loops
    13:16 Stringbuilder
    14:20 Order of operations

Комментарии • 527

  • @RobLang
    @RobLang 2 года назад +377

    Interesting results! Whenever I teach optimization, I always begin with "Measure, don't guess". Measure for your platform. Measure in real world situations. Start with readable code, measure and then fix to meet a frame budget. Everything else is premature optimisation because you can't guess what optimisations the compiler will do.

    • @Tarodev
      @Tarodev  2 года назад +62

      I like this and fully agree.

    • @danebramage452
      @danebramage452 2 года назад +1

      There's a saying... you get what you measure.

    • @saniel2748
      @saniel2748 2 года назад +9

      You can pretty much always guess that arrays iteration is faster than linked list.
      And pretty much guess that GetComponent in Update is kinda bad

    • @BDCPT-NguyenThanho
      @BDCPT-NguyenThanho Год назад

      at the example between Vector3.Distance vs SqrMagnitude have u try ((Random.insideUnitSphere - Random.insideUnitSphere) * MULTIPLIER).sqrMagnitude || i think it is a bit faster || 1 multiplier and 1 subdivisor faster than 2 multiplier and 1 subdivisor right ? (this is my opinion)

    • @beanieteamie7435
      @beanieteamie7435 Год назад

      In my case I'm working with a compiler that literally doesn't optimize anything, this creates code that runs several orders of magnitude slower than a regular monobehavior.

  • @r6scrubs126
    @r6scrubs126 2 года назад +261

    Love to see actual tests instead of people just repeating the same things they heard elsewhere. Good job

    • @alexeyprosin6343
      @alexeyprosin6343 Год назад +1

      "Actual" means on different devices with different CPU architectures and different compiler options?

    • @user-go6zg7bp4q
      @user-go6zg7bp4q 3 месяца назад +2

      your clients (means gamers) are playing in unity editor? If they so, you could apply on that "tests". Anybody actually developed at least one game says that you must check optimization in release build on device only

  • @bonehelm
    @bonehelm 2 года назад +112

    Regarding the Vector3.Distance function, you're also making 2 calls to Random.insideUnitSphere, which definitely makes 1 call to sin and 2 to cos, which are also both expensive operations. But then you're calling it twice. The 6 calls to sin/cos probably dwarf the time it takes to make 1 sqrt call. That's probably why sqrt and sqrtSquared about the same time, cause the 6 trigonometric computations are taking over.

    • @Tarodev
      @Tarodev  2 года назад +43

      You're right. The simplified code I posted on screen shows more predictable results, but even then... not enough for me to use the less readable option. (900k iterations, 6ms and 4ms)

    • @television1088
      @television1088 2 года назад +17

      Also you should be comparing it to MIN_DIST*MIN_DIST

    • @davibergamin5943
      @davibergamin5943 2 года назад +3

      @@television1088 if we cache MIN_DIST*MIN_DIST it will be the same thing

    • @television1088
      @television1088 2 года назад +2

      @@davibergamin5943 That's not something that would ever be cached except for artificially improving benchmarking.

    • @vizepi69
      @vizepi69 2 года назад +8

      @@Tarodev Your simplified code is still hiding the call to operator- which *may* have an impact on performances, even if Vector3 is stack-allocated, it can trigger a call instruction to operator- and constructor. By manually writing a Vector3.SqrDistance( Vector3 a, Vector3 b ) you can have a ~40% gain in performances

  • @avgchoobafan
    @avgchoobafan 2 года назад +58

    Really nice insight on code performace! I would recommend having an "average" result for each test in miliseconds, so the more you test you get a stable number to compare.

    • @Tarodev
      @Tarodev  2 года назад +22

      Damn! Why didn't I think of that. Great suggestion

  • @ronygankin4158
    @ronygankin4158 2 года назад +3

    Hey Tarodex, avid fan here.
    I've been studying game dev in a local college here (its unlike US colleges) and while we learned alot of game oriented programming, your more "classic" programming stuff is just enormously helpful because you stay so relevant to video game programming.
    Really wanted to thank you for that, it's super enriching and I learn alot from your videos.
    If you ever make a series that's more in depth programming then getting components while still staying relevant to video game programming. You have a fan waiting.
    Thx alot for sharing all that knowledge my friend!

  • @sdhority
    @sdhority 2 года назад +8

    The order of operations bit is really handy, it's really impressive to see the difference that just reorganizing your math can make on computing time. Thanks!

  • @CheeseChuckie
    @CheeseChuckie 2 года назад +31

    I love a good caesh!
    Speaking of - I've heard the idea of a "Runtime Set" in a few talks regarding scriptable objects. I think it's a very nice alternative to finding objects by/of

  • @treppas
    @treppas 2 года назад +2

    Super interesting! Thanks for taking the time to put this together and share it 😊.

  • @hasankarakoc1576
    @hasankarakoc1576 2 года назад +2

    I was just researching for it and you made it just in time! Thanks!

  • @szyslay
    @szyslay 2 года назад +7

    SUCH a gem of a video! Currently makiny my game on Early Access and this helps. Glad to use all recommended functions already ^_^ Thank you for sharing!

  • @kingreinhold9905
    @kingreinhold9905 2 года назад +1

    This unity scene is so good for teaching these optimisations... Great quality content as always! Keep going, thanks for your work!

  • @danleg1
    @danleg1 2 года назад +2

    Super helpful tests, would love to see more this

  • @eduardo-silva-79
    @eduardo-silva-79 2 года назад +1

    Certainly didn't know a lot of these and they are really useful! The time complexity test also helps to understand your point quite a bit more, rather than simply trusting your word.

  • @iDerp69
    @iDerp69 2 года назад

    This is great! Hope you make more of these optimization tests in the future.

  • @lastsipahi
    @lastsipahi Год назад +4

    Last one completely caught me off-guard. It'll be hard to erase a 10 year old habit! Great video btw, thx.

  • @Iboshido
    @Iboshido 2 года назад +3

    Love this type of videos. Code optimization in Unity isnt covered enough on RUclips

  • @francoismentec4260
    @francoismentec4260 Год назад

    I LOVED this video, I just started Unity and you are my favorite channel so far.
    Quality content focused on Unity (not generic programming stuff) and Game Dev.
    I did not even knew about Unity making external call to C++
    I would be interested in a follow up video focusing on differences across platforms. Maybe look at Browser vs Windows vs Mobile.

  • @yerngames
    @yerngames 2 года назад +21

    Great video! Just remember everyone, optimization is the last thing to do! Do not try to optimize everything that you make at the start. I always suggest to make a sloppy prototype and re-write an optimized version of whole code later on.

    • @Tarodev
      @Tarodev  2 года назад +8

      I cannot heart this comment enough. I was planning on adding a prefix to this video regarding pre-optimization but I guess it slipped my mind.

    • @yerngames
      @yerngames 2 года назад +3

      @@Tarodev Thanks for the heart :P

    • @umapessoa6051
      @umapessoa6051 2 года назад +7

      I disagree, its the same as doing multiplayer games, its something that is easier/faster/better to do since the beginning.

    • @RobLang
      @RobLang 2 года назад +4

      @@umapessoa6051 I disagree. It's not the same. Multiplayer sets architectural constraints on your code, so you should do at start. Optimization should be as a result of measurement. You cannot guess what the compiler will do.

    • @umapessoa6051
      @umapessoa6051 2 года назад +5

      @@RobLang when your game grow big enough its pretty hard to change the base of your code to optimize it, you'll probably lose a lot of time doing it, you can't predict what the compiler will do but you can know for sure that some functions/ways of doing things shouldn't be used at all as there's more optimized options.

  • @sinisterdesign
    @sinisterdesign 2 года назад +7

    Great video! It's especially good to see the StringBuilder hype confirmed. I'd love to see the performance of the string Contains() method compared to alternatives like IndexOf(), RegExp, and Linq.

  • @gamesplusjames
    @gamesplusjames 2 года назад

    This is really interesting to see! I've been talking about a few of these recently so it's good to have a clear example to point to!

  • @TheIcyGoose
    @TheIcyGoose 2 года назад +6

    Thank you for an excellent video!
    I would be interested to see you run these tests in a build and not in the editor. I find the performance is usually different once you build and run.

  • @Nova04550
    @Nova04550 2 года назад

    Super helpful!! You put so much thought into this. You are killing it.

  • @overrideFunction
    @overrideFunction Год назад +3

    Being new to Unity this was fantastic. It also provided some context to how expensive calls actually were. Needless to say I will avoid the game object and type find calls like crazy!

  • @longroadgames6592
    @longroadgames6592 6 месяцев назад +1

    I just found your channel and I love it. Thank you!

  • @okee
    @okee 2 года назад +1

    Code optimization is one of the things I planned to improve this month. VERY BIG THANKS!!

  • @odo432
    @odo432 2 года назад +27

    In regards to the NonAlloc, I've done some testing with this and it can yield significant performance improvements depending on how you use it. For example, if you perform a OverlapSphere and there is 100 colliders then it will process 100 colliders. However, if you use OverlapSphereNonAlloc and set it to 10 then it will only process 10 colliders and disregard the rest. This can be handy, for example, if you want to improve performance at the cost of accuracy.
    EDIT 1: Just had a go at your WEBGL build. Using Vector.Distance is almost twice as slow for me with 900k loops (12ms for Distance vs 7ms for Square Root).
    EDIT 2: Just had a go with the order of operation. Even with 900k loops I would almost always get 6ms for each one. But every now and then FxFxV would jump to 9ms whilst the other two would stay on 6ms or jump to 7ms. For the most part, I don't think order of operation has a significant impact.

    • @Tarodev
      @Tarodev  2 года назад +3

      The NonAlloc collider limit is great. I use it for grounding and use an array of size 1.
      As for the results... It seems WebGL is just insanely varied from pc to pc and browser to browser. My webgl distance comes out to 6ms and 4ms, so sqrMagnitude wins, but not by enough to not use the far more readable Vector3.Distance. Order of operation comes out identical for me on both webgl and il2cpp.

    • @FaDe587
      @FaDe587 2 года назад +4

      @@Tarodev I would guess that Order Of Operation might be one of those things the compiler can detect and optimize away.

    • @Tarodev
      @Tarodev  2 года назад +1

      @@unitydev457 that's actually a test I'd like to run... If there's 1000 colliders and you limit it to 10, how much faster is that

  • @user-uk9er5vw4c
    @user-uk9er5vw4c 4 месяца назад

    this is awesome, I love this kind of low level things to improve code. thanks and you're welcome to do more videos like this

  • @PvPNetwork
    @PvPNetwork 2 года назад +1

    Thanks for sharing. Even if you have an idea of what is potentially better its nice to see some testing results. The small things like VxFxFx make sense if I think about it - but I doubt I would have even thought about it until you mentioned it. Remember using strings in my item tooltip , and switched over to stringbuilder - never looked back!

  • @YasserSedrati
    @YasserSedrati 2 года назад +2

    You did all what we was wondering about. Thanks for this video!
    -good UI scene btw.

    • @Tarodev
      @Tarodev  2 года назад +1

      Better than looking at some boring numbers in a console :)

  • @dathus6437
    @dathus6437 2 года назад +25

    If foreach is faster in your tests, that's actually because it is implemented on a different assembly which has been compiled to release mode, whereas your for loop is in build mode which is generally way slower. This is why when compiled in webgl the for loop is actually faster!

    • @lanepemberton8466
      @lanepemberton8466 2 года назад +7

      I was wondering how a for loop could be slower than a foreach as well

    • @nikoart1561
      @nikoart1561 Год назад +1

      And actually foreach generate more garbage Collection

  • @svendpai
    @svendpai 2 года назад +1

    been looking for a video like this, taro you champ

  • @Fewnity
    @Fewnity 2 года назад

    Great video! Thanks, I was surprised with the results!

  • @bxbvxbv
    @bxbvxbv 2 года назад +1

    finally I can focus on just writing simple working code rather than constantly stressing by thinking about ways to make it performance efficient. the amount of emphasize regarding using some functions in docs & web is too much, that if you do this then it's slower. thanks for making this awesome test 🔥

  • @DevDunkStudio
    @DevDunkStudio 2 года назад +28

    This one is great to know for performance and not many use this properly:
    Caching WaitForSeconds and other yield return calls (like WaitForEndFrame etc) in a coroutine!
    You can cache the variable as private WaitForSeconds = new WaitForSeconds (1f);
    Without doing this you'll add stuff to the garbage collector every so often which can add up!
    Bonus nitpick: you can change both transform.rotation and .position by calling setPositionAndRotation, then the calls are merged into 1?

    • @Tarodev
      @Tarodev  2 года назад +8

      I remember years ago when I first decompiled WaitForSeconds to discover it being a class and not a struct. I was shocked and began caching them ever since. Nice tip!
      Also yup, just decompiled setPositionAndRotation and it is indeed just one extern call.

    • @AJ213Probably
      @AJ213Probably 9 месяцев назад +2

      Be very careful with this. You may be tempted to make central area with different cached wait for seconds. Or maybe you would make a dictionary for caching this too.
      The problem with that is if multiple coroutines are using the same wait for seconds, the timing will be completly wrong due to the internal timer being reset when the routines exit. I find this often at my job.

  • @simoncodrington
    @simoncodrington 2 месяца назад +1

    Fascinating, never knew transform wasn't a direct property and that behind the scenes it was going off and doing stuff, another quick win for caching

  • @pixelshenanigans1511
    @pixelshenanigans1511 Год назад

    Useful comparisons, thanks for the video!

  • @CrazyMan-lt6ky
    @CrazyMan-lt6ky Год назад +2

    Man, you're rocks! Thank You for your course !!! I've learned so much!!!

  • @KojiKazama
    @KojiKazama Год назад

    Thank you sir. I will need to make a quick reference for these. The last one was unexpected as I didn't think the order actually mattered.

  • @cgh353
    @cgh353 2 года назад +1

    this is useful. thanks. I would like to see you test optimization on more code.

  • @zerohidz
    @zerohidz 2 года назад +1

    I havent watched the video yet but I'm sure it will enhance my knowledge and benefit me. Thanks, please keep this quality content.

  • @synchaoz
    @synchaoz 2 года назад

    Dude, yes, love vids like these and you're like the only one on the planet doing them. Much love.

  • @jacques-dev
    @jacques-dev 2 года назад

    (cries in cache) Thanks for the great video dude, I'd love to see more videos like this with more unity specific things, like nesting GameObjects vs. having them live free and wild in the hierarchy, nesting canvases, and other best practices for performance

  • @Frenuellcrackser33
    @Frenuellcrackser33 2 года назад +1

    Awesome one !
    Great refresher :D

  • @SlyzDev
    @SlyzDev Год назад

    Bro. Im actually watching all your videos and they all are just too good for someone like me. Like seriously. I never comment under videos but like litteraly what you show is so damn useful lmao thanks for everything

  • @shreyanshanchlia
    @shreyanshanchlia 2 года назад +9

    Would like to see interpolated string performance added in the string builder list.

  • @lee1davis1
    @lee1davis1 2 года назад

    Order of operation is the only one I did not know about. Glad you added it too.

  • @Spleegness1
    @Spleegness1 2 года назад +1

    God DAMN this is exactly my kinda video. You're incredible!! Thanks for the hard work

  • @Foxyzier
    @Foxyzier 2 года назад

    Really liked this format for the video

  • @nodaichi6080
    @nodaichi6080 Год назад +1

    i have no idea why, but hearing your voice just makes feel soothed.

  • @yudanaim6849
    @yudanaim6849 Год назад +2

    Awesome video. Im waiting for ECS comparison

  • @divainsyoutube4254
    @divainsyoutube4254 2 года назад +1

    Great video! Haven't known them all so thanks for the knowledge!
    About the cached for-loop, I'll add and say that it is faster because the non-cached version, List.Count invokes the get method on the Count property each iteration

  • @mailmaxxxx
    @mailmaxxxx 2 года назад +14

    I'm not certain, but I remember back in my C# Business programming days running benchmarks in debug mode rather than prod builds gave significantly different results - and I suspect that's what you're seeing with your WebGl build
    the compiler can't optimise so well when it is doing a debug build -
    At the time (a few releases of C# ago!) for example, Linq was massively slower in a prod build but much more competitive (than a for each) an debug - however, subsequent releases improved the Linq significantly.
    The long and the short is - don't optimise or measure on a dev build
    Also - on the StringBuilder front - it's really insignificant for almost all real world cases - especially something like a game - I'd wager that concatenating the word 'score' with score.toString() 60 times a second makes almost zero impact on a prod build...

    • @Tarodev
      @Tarodev  2 года назад +4

      You're right about the editor/debug build. I made build using il2cpp to test. Obviously every result is much quicker, but here are the tests which did backflips:
      Order of operation ends up the same across the board
      SqrMagnitude actually does come out a bit faster (Vector3.Distance: 18. sqrMagnitude: 13. 900k iterations)

  • @flaviorodriguez8594
    @flaviorodriguez8594 Год назад +1

    Nice work, thank you a lot for this video!

  • @jahoopyjaheepu497
    @jahoopyjaheepu497 2 года назад +3

    This is a great video, and some of your results make me feel better about optimizing some of my code; it can actually make a difference!
    In regard to NonAlloc methods, I believe the Unity 2022 documentation states that they will be deprecated. Instead, something like Physics2D.Boxcast has two overload methods - one that takes an array as a parameter, like in your example, and another that takes a List - that actually grab all colliders, not just the first one. I would be curious how these perform, and especially if the List version is notably slower and/or produces any garbage.

    • @Tarodev
      @Tarodev  2 года назад +1

      That's interesting... I do prefer how the NonAlloc version works as it returns a count also. Good change IMO.

  • @fart-is-art
    @fart-is-art Год назад

    You become my sensei for unity. You do things we all need!

  • @tommyford1301
    @tommyford1301 2 года назад

    Another great video, appreciate the insights 😁

  •  2 года назад +1

    Very nicely put video ! Good job.

  • @MarkRiverbank
    @MarkRiverbank 2 года назад +24

    I’ve never used “SendMessage,” but I think the intent is more of a poor-man’s publisher-subscriber pattern, in which case “GetComponent” isn’t the analog. But, C# events, UnityEvents, or a custom observer pattern would probably always be a better choice. “SendMessage” is a bit unique, in that the publisher and subscriber are completely decoupled-the publisher doesn’t know if anyone received the message and the receivers don’t know who sent it. Sounds sloppy and unnecessary, but there’s a possibility the problem is our lack of imagination for when that would be useful.

    • @RamonAlonsoLopezMartinez
      @RamonAlonsoLopezMartinez 2 года назад +6

      You are correct! Send message is definitely an Observer pattern not Get Component. But still crappy and slow! And unsafe!

  • @Norbingel
    @Norbingel 2 года назад +1

    I learned more than a thing or two. Thanks!

  • @TheKr0ckeR
    @TheKr0ckeR 2 года назад +1

    wow, great video! always stressed about optimizations

  • @FaDe587
    @FaDe587 2 года назад +4

    Regarding the Vector Distance thing:
    It is important to note that Vector3.Distance and sqrMagnitude do NOT produce the same result.
    The result of Vector3.Distance produces the magnitude of the direction vector between the supplied vectors whereas sqrMagnitude is that same magnitude squared.
    This can be useful if you want to compare distances, e.g. to see which of two positions is further away, because you don't really care about the actual distance but rather which of the two is greater. If you however need to get the actual distance, you have to use either Vector3.Distance or magnitude, sqrMagnitude will be incorrect.

  • @Fyres11
    @Fyres11 Год назад +1

    The Linq vs For was one I was looking for. I was annoyed by a friend refactoring my for loops into Linq behind me because "Cleaner". It made my day to see that concrete proof I was right.

  • @FireJojoBoy
    @FireJojoBoy 2 года назад +2

    This is super helpful! thank youuu!

  • @JhonatasFarias
    @JhonatasFarias Год назад +1

    Loved it! Do more videos like this, please! Frame Debbugger... Profiller... Physics.. would be awesome♥

  • @jonathansaindon788
    @jonathansaindon788 2 года назад +3

    Nice video! For order of operations, you can achieve the same result by grouping the same types in parentheses like : Vector3 stillFast = x * (a * b).

  • @Algost_
    @Algost_ 2 года назад +1

    Nice content as always !

  • @daniel_keen
    @daniel_keen Месяц назад

    I did not know about the order of operations. Very interesting!

  • @slim3190
    @slim3190 Год назад

    Damn! Worked like a charm! Thank you soooo much!

  • @VEOdev
    @VEOdev 2 года назад +1

    This channel faster became my favorite game dev channel with many useful information that no other dev talking about and things I didn't really know they exist or how to use them .. I would like to see a Playfab tutorial on multiplayer game and matchmaking and stuff it will really help since there isn't any one talking about it and who talks about it only shows the basics but no one goes deep in it and there is non useful documentations

    • @Tarodev
      @Tarodev  2 года назад

      I did a recent one on LootLocker, but it's not a step by step tutorial, more of an overview.

  • @animeshow2833
    @animeshow2833 Год назад

    Can't wait to see your other videos.

  • @dzj3zterminator661
    @dzj3zterminator661 Год назад

    eventually it all snapped into place and I started learning how to add all the effects, titles, motion text. It was pretty cool to see my

  • @azrhyga
    @azrhyga 10 месяцев назад

    Great video!! Thanks for making it!! It's very helpful :D

  • @NicTda
    @NicTda 2 года назад +1

    Very interesting, mainly confirming what I was finding online to optimize our games.
    Regarding the last point, the Order of operations, it seems to have 0 impact on WebGL build when running your benchmark, probably because it's optimized at compile time (3ms for 900k on all tests).
    Good stuff!

  • @Betruet
    @Betruet 2 года назад

    Phat info dump, thanks for putting in the effort.

  • @MrZtapp
    @MrZtapp 11 месяцев назад

    As always, very good and useful video tut :-)

  • @hamedbabamohamadi9017
    @hamedbabamohamadi9017 2 года назад +1

    This is a great one. Thanks mate.

  • @animal9633
    @animal9633 2 года назад

    Thanks for that last one, I've never seen that anywhere before.

  • @this-is-gamedev
    @this-is-gamedev 2 года назад +1

    Awesome video 👍! Did not know about the order of operation ! Now, need to refactor all my code XD.

    • @Tarodev
      @Tarodev  2 года назад +1

      Please don't. I just tried 900k iterations on a standalone build and they all came out even. It's so tiny to not even matter :)

  • @insidiousmaximus
    @insidiousmaximus 2 года назад +1

    excellent content so glad your channel found me

  • @briankesecker
    @briankesecker 2 года назад

    Great video and app to show off these things. Would like to see another video with it running outside the editor on a smattering of target platforms.

  • @AndersonReis42
    @AndersonReis42 10 месяцев назад

    "send message is not a good practice"
    and here I was sitting and thinking i was doing a neat job using send message to optimize my code.
    thanks for the tip!

  • @zoks
    @zoks Год назад +1

    Release builds will have vastly different perf than what you see in the editor (debug). Great vid.

  • @sw7026
    @sw7026 2 года назад

    Nice tutorial, I'll test it right now!

  • @KptKosmit91
    @KptKosmit91 2 года назад +1

    It would be interesting to see Array vs List vs HashSet. There's quite s lot ot things that'd need benchmarking for all 3 though, like Add, Contains, Remove, Foreach speed and maybe even more useful things i missed.

  • @typhereus
    @typhereus Год назад

    Loved it, very informative.

  • @Shonnyy
    @Shonnyy 2 года назад +1

    Dude your content is by far the best in this space, thank you!
    Got any insight into forloops vs linq in regards to garbage collection? I'm a massive linq fan but when building a multiplayer server, garbage collection is a concern. I've been too lazy to run my own tests but after seeing you do it, I might just do that.

    • @Tarodev
      @Tarodev  2 года назад +1

      Almost every Linq query generates garbage, which is generally not a problem if it's outside critical zones. I'd say use them freely and optimize if you find it's causing problems.

  • @zenmasters_games
    @zenmasters_games 2 года назад +2

    Bro, you deserve way more subs! Cheers 🍻

    • @Tarodev
      @Tarodev  2 года назад +1

      Thanks brother

  • @castlecodersltd
    @castlecodersltd Год назад

    Another great video. Thank you, I really enjoy your channel and have implemented a lot of your recommendations in my current project☺. One question: is it worth using Vector3's Set Method instead of creating a new Vector3 in Methods that are called a lot?

  • @bonsan_
    @bonsan_ Год назад

    Thank you so much Sensei! You are a blessing!

  • @Nullref_Arcana
    @Nullref_Arcana 2 года назад +2

    Regarding FindObjctOfType, I actually made a component that I use regularily called Fetchable, which has a string id/name field and a static dictionary. Then you can do Fetchable.Fetch(idName) to find the specific object. This of course makes it a one-to-one name to object, but I find it as a really useful alternative to any Find method (assuming it's a 1-to-1, which is often the case)

  • @r1pfake521
    @r1pfake521 2 года назад +1

    I read somewhere that they store objects with tags in a extra lookup, so they only have to iterate over that one instead of iterating over overy object, so it makes sense that it is much faster

  • @zelos666
    @zelos666 2 года назад +1

    Great video as always. I wish you would've touched upon string interpolation though when talking about StringBuilder (e.g. $"Hello, {name}"). Since I found out about it, I pretty much completely stopped using the + operator and also started using it in StringBuilder's Append() function. Would've loved to see your thoughts and some benchmark results on this.

  • @XinvaderGaming
    @XinvaderGaming Год назад

    The comnt section is very positive and downright encouraging! Love it!

  • @arcday4281
    @arcday4281 2 года назад +1

    Cool ! Everything is clearly clear !

  • @Noliv3
    @Noliv3 Год назад

    seriously helped thank you!!

  • @emrecanarabac852
    @emrecanarabac852 Год назад

    IT'S ALWAYS THE UNDERRATED VID THAT'S LEGIT! THANK YOU!

  • @soverain
    @soverain 2 года назад +1

    Very interesting! Edge case for SendMessage: DLL plugins. I recenttly had to implement a iOS native camera access permission plugin and the simplest solution to get communication going was to use SendMessage.

    • @Tarodev
      @Tarodev  2 года назад

      Oh yeah? Were interfaces a no go?

  • @tekkiech3485
    @tekkiech3485 Год назад

    Thank you so much!!! It did work and took less than 5 minutes!

    • @Tarodev
      @Tarodev  Год назад

      ... What worked?

  • @adoberhayyan
    @adoberhayyan Год назад

    Thank you man for sharing this stuff