Unity Code Optimization - Do you know them all?

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
=========
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🗨️ 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

Пікірлер: 533

  • @RobLang
    @RobLang2 жыл бұрын

    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 жыл бұрын

    I like this and fully agree.

  • @danebramage452

    @danebramage452

    2 жыл бұрын

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

  • @saniel2748

    @saniel2748

    2 жыл бұрын

    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

    Жыл бұрын

    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

    Жыл бұрын

    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
    @r6scrubs1262 жыл бұрын

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

  • @alexeyprosin6343

    @alexeyprosin6343

    Жыл бұрын

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

  • @user-go6zg7bp4q

    @user-go6zg7bp4q

    4 ай бұрын

    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

  • @sdhority
    @sdhority2 жыл бұрын

    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!

  • @avgchoobafan
    @avgchoobafan2 жыл бұрын

    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 жыл бұрын

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

  • @bonehelm
    @bonehelm2 жыл бұрын

    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 жыл бұрын

    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 жыл бұрын

    Also you should be comparing it to MIN_DIST*MIN_DIST

  • @davibergamin5943

    @davibergamin5943

    2 жыл бұрын

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

  • @television1088

    @television1088

    2 жыл бұрын

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

  • @vizepi69

    @vizepi69

    2 жыл бұрын

    @@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

  • @treppas
    @treppas2 жыл бұрын

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

  • @ronygankin4158
    @ronygankin41582 жыл бұрын

    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!

  • @CheeseChuckie
    @CheeseChuckie2 жыл бұрын

    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

  • @hasankarakoc1576
    @hasankarakoc15762 жыл бұрын

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

  • @kingreinhold9905
    @kingreinhold99052 жыл бұрын

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

  • @szyslay
    @szyslay2 жыл бұрын

    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!

  • @gamesplusjames
    @gamesplusjames2 жыл бұрын

    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!

  • @danleg1
    @danleg12 жыл бұрын

    Super helpful tests, would love to see more this

  • @iDerp69
    @iDerp692 жыл бұрын

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

  • @Iboshido
    @Iboshido2 жыл бұрын

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

  • @Nova04550
    @Nova045502 жыл бұрын

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

  • @eduardo-silva-79
    @eduardo-silva-792 жыл бұрын

    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.

  • @longroadgames6592
    @longroadgames65926 ай бұрын

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

  • @CrazyMan-lt6ky
    @CrazyMan-lt6ky Жыл бұрын

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

  • @francoismentec4260
    @francoismentec4260 Жыл бұрын

    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.

  • @pixelshenanigans1511
    @pixelshenanigans1511 Жыл бұрын

    Useful comparisons, thanks for the video!

  • @Fewnity
    @Fewnity2 жыл бұрын

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

  • @okee
    @okee2 жыл бұрын

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

  • @YasserSedrati
    @YasserSedrati2 жыл бұрын

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

  • @Tarodev

    @Tarodev

    2 жыл бұрын

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

  • @user-uk9er5vw4c
    @user-uk9er5vw4c5 ай бұрын

    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

  • @zerohidz
    @zerohidz2 жыл бұрын

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

  • @svendpai
    @svendpai2 жыл бұрын

    been looking for a video like this, taro you champ

  • @Spleegness1
    @Spleegness12 жыл бұрын

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

  • @fart-is-art
    @fart-is-art Жыл бұрын

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

  • @flaviorodriguez8594
    @flaviorodriguez8594 Жыл бұрын

    Nice work, thank you a lot for this video!

  • @lee1davis1
    @lee1davis12 жыл бұрын

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

  • @SlyzDev
    @SlyzDev Жыл бұрын

    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

  • @divainsyoutube4254
    @divainsyoutube42542 жыл бұрын

    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

  • @Foxyzier
    @Foxyzier2 жыл бұрын

    Really liked this format for the video

  • @synchaoz
    @synchaoz2 жыл бұрын

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

  • @sinisterdesign
    @sinisterdesign2 жыл бұрын

    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.

  • @tommyford1301
    @tommyford13012 жыл бұрын

    Another great video, appreciate the insights 😁

  • @KojiKazama
    @KojiKazama Жыл бұрын

    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.

  • @lastsipahi
    @lastsipahi Жыл бұрын

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

  • @bxbvxbv
    @bxbvxbv2 жыл бұрын

    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 🔥

  • 2 жыл бұрын

    Very nicely put video ! Good job.

  • @Frenuellcrackser33
    @Frenuellcrackser332 жыл бұрын

    Awesome one ! Great refresher :D

  • @slim3190
    @slim3190 Жыл бұрын

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

  • @overrideFunction
    @overrideFunction Жыл бұрын

    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!

  • @jacques-dev
    @jacques-dev2 жыл бұрын

    (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

  • @Betruet
    @Betruet2 жыл бұрын

    Phat info dump, thanks for putting in the effort.

  • @PvPNetwork
    @PvPNetwork2 жыл бұрын

    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!

  • @TheIcyGoose
    @TheIcyGoose2 жыл бұрын

    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.

  • @animeshow2833
    @animeshow2833 Жыл бұрын

    Can't wait to see your other videos.

  • @yudanaim6849
    @yudanaim6849 Жыл бұрын

    Awesome video. Im waiting for ECS comparison

  • @Norbingel
    @Norbingel2 жыл бұрын

    I learned more than a thing or two. Thanks!

  • @DevDunkStudio
    @DevDunkStudio2 жыл бұрын

    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 жыл бұрын

    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

    10 ай бұрын

    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.

  • @MrZtapp
    @MrZtapp Жыл бұрын

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

  • @XinvaderGaming
    @XinvaderGaming Жыл бұрын

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

  • @azrhyga
    @azrhyga10 ай бұрын

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

  • @odo432
    @odo4322 жыл бұрын

    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 жыл бұрын

    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 жыл бұрын

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

  • @Tarodev

    @Tarodev

    2 жыл бұрын

    @@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

  • @insidiousmaximus
    @insidiousmaximus2 жыл бұрын

    excellent content so glad your channel found me

  • @FireJojoBoy
    @FireJojoBoy2 жыл бұрын

    This is super helpful! thank youuu!

  • @animal9633
    @animal96332 жыл бұрын

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

  • @simoncodrington
    @simoncodrington3 ай бұрын

    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

  • @bonsan_
    @bonsan_ Жыл бұрын

    Thank you so much Sensei! You are a blessing!

  • @Algost_
    @Algost_2 жыл бұрын

    Nice content as always !

  • @emrecanarabac852
    @emrecanarabac852 Жыл бұрын

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

  • @Fyres11
    @Fyres11 Жыл бұрын

    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.

  • @sw7026
    @sw70262 жыл бұрын

    Nice tutorial, I'll test it right now!

  • @cgh353
    @cgh3532 жыл бұрын

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

  • @hamedbabamohamadi9017
    @hamedbabamohamadi90172 жыл бұрын

    This is a great one. Thanks mate.

  • @typhereus
    @typhereus Жыл бұрын

    Loved it, very informative.

  • @jahoopyjaheepu497
    @jahoopyjaheepu4972 жыл бұрын

    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 жыл бұрын

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

  • @Noliv3
    @Noliv3 Жыл бұрын

    seriously helped thank you!!

  • @zenmasters_games
    @zenmasters_games2 жыл бұрын

    Bro, you deserve way more subs! Cheers 🍻

  • @Tarodev

    @Tarodev

    2 жыл бұрын

    Thanks brother

  • @TheKr0ckeR
    @TheKr0ckeR2 жыл бұрын

    wow, great video! always stressed about optimizations

  • @VEOdev
    @VEOdev2 жыл бұрын

    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 жыл бұрын

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

  • @dzj3zterminator661
    @dzj3zterminator661 Жыл бұрын

    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

  • @testitestmann8819
    @testitestmann88192 жыл бұрын

    The sqrMagnitude really surprised me. I made sure to always avoid the sqrt calls. Thank for checking!

  • @nodaichi6080
    @nodaichi6080 Жыл бұрын

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

  • @Tarodev

    @Tarodev

    Жыл бұрын

    Awwww ❤️

  • @mailmaxxxx
    @mailmaxxxx2 жыл бұрын

    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 жыл бұрын

    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)

  • @zoks
    @zoks Жыл бұрын

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

  • @FaDe587
    @FaDe5872 жыл бұрын

    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.

  • @jonathansaindon788
    @jonathansaindon7882 жыл бұрын

    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).

  • @Nova04550

    @Nova04550

    2 жыл бұрын

    Good idea

  • @adoberhayyan
    @adoberhayyan Жыл бұрын

    Thank you man for sharing this stuff

  • @dathus6437
    @dathus64372 жыл бұрын

    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 жыл бұрын

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

  • @nikoart1561

    @nikoart1561

    Жыл бұрын

    And actually foreach generate more garbage Collection

  • @mangakaray
    @mangakaray Жыл бұрын

    Thanks, amazing work!

  • @yerngames
    @yerngames2 жыл бұрын

    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 жыл бұрын

    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 жыл бұрын

    @@Tarodev Thanks for the heart :P

  • @umapessoa6051

    @umapessoa6051

    2 жыл бұрын

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

  • @RobLang

    @RobLang

    2 жыл бұрын

    @@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 жыл бұрын

    @@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.

  • @arcday4281
    @arcday42812 жыл бұрын

    Cool ! Everything is clearly clear !

  • @this-is-gamedev
    @this-is-gamedev2 жыл бұрын

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

  • @Tarodev

    @Tarodev

    2 жыл бұрын

    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 :)

  • @daniel_keen
    @daniel_keen2 ай бұрын

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

  • @nieprzecientny
    @nieprzecientny Жыл бұрын

    Thank you! It helped a lot.

  • @DenysKorolchuk---Heller
    @DenysKorolchuk---Heller Жыл бұрын

    Very informative! Thx.

  • @JhonatasFarias
    @JhonatasFarias Жыл бұрын

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

  • @unityvictor787
    @unityvictor787 Жыл бұрын

    Thanks for tutorial, It's very helpful.

  • @tnkspecjvive
    @tnkspecjvive2 жыл бұрын

    Excellent video! Cheers ✌🏾

  • @Tarodev

    @Tarodev

    2 жыл бұрын

    You're welcome ❤️

  • @MalbersAnimations
    @MalbersAnimations2 жыл бұрын

    You my friend, have earned the bell notification button... well done 👏👏👏👏

  • @Tarodev

    @Tarodev

    2 жыл бұрын

    Oh wow. Thank you ❤️

  • @badscotsman
    @badscotsman2 жыл бұрын

    Great video! You hit on all my potential talking points concerning usage. 😊 Another one you see a lot is using CompareTag() vs using the == operator. Speaking of, how Unity overrides the == operator is another subject worthy of a video. 😅

  • @Tarodev

    @Tarodev

    2 жыл бұрын

    Whenever I can please you, I know I've done alright 😊 And dammit! Compare tag would have been a great one to showcase

  • @freddyspageticode

    @freddyspageticode

    2 жыл бұрын

    Wait so which is faster?

  • @BenVanTreese

    @BenVanTreese

    2 жыл бұрын

    @@freddyspageticodeCompareTag is much faster. As well as you should avoid object.name where you can, as it crosses C++ boundary AND allocates. (i.e. if(obj1.name == obj2.name))

  • @Handlessuck1

    @Handlessuck1

    Жыл бұрын

    @@BenVanTreese Why would c++ be slower if its going to become assembly?

  • @BenVanTreese

    @BenVanTreese

    Жыл бұрын

    @@Handlessuck1 It depends on what you mean, generally C++ is faster. Both C# (when using IL2CPP), and C++ are compiled to native instructions, but due to the general nature of C#, when it "talks to" the C++ portion of the engine itself, it needs to do some marshalling and etc. (C++ doesn't really become assembly, it is compiled to native instructions, which we write as ASM so people can read it, but ASM is just another language that is converted to actual bin instructions, which are defined by the specific arch of the CPU/target) This causes it to do extra work + allocate memory that needs to be GC later. CompareTag is optimized where it does the work in the "native" part of the engine without requiring the marshalling and etc.

  • @INeatFreak
    @INeatFreak2 жыл бұрын

    top quality content. would like to see more.

  • @foreducation408
    @foreducation4082 жыл бұрын

    This such a good video, learn a lot from this.

  • @TheOriginalDarkGlitch
    @TheOriginalDarkGlitch2 жыл бұрын

    You are doing the Lord's work. Thank you for being awesome, I always wanted to do tests like this, but I don't have time right now.

  • @briankesecker
    @briankesecker2 жыл бұрын

    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.

  • @tekkiech3485
    @tekkiech3485 Жыл бұрын

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

  • @Tarodev

    @Tarodev

    Жыл бұрын

    ... What worked?