![]() ![]() And your equivalent of countFrame() has to take the position and gametick as a argument. Your history is going to be a lot bigger, both in number of entries and the size of the entries so you propably need to clear old every time you add something new. ![]() This was efficient enough for the job, asuming get is called regulary. Wich si not efficient, and could easily overflow the collection if you count Frames but do not actually retreive the value. I used a simple list and cleared the when the get is called. If you removed one, the one after might be too old too.īasically it is creating a history of all counts of countFrame(). If (FrameCounter.Count > 0 & FrameCounter < decayLimit) It counts the frames, but only over the last second: using System ĭateTime decayLimit = (-1) But you also want to be able to quickly clear it after a rewind (up to before the point you rewinded too), wich requires a clear function or random access.Īs a example, I made this old and Primitive FPS counter. It has elements of a Linked List as you do not want to shift a filled collection every game tick, as a new entry is added. This historygram has similarities to a queue - in that the last added, not decayed thing is what you want out. The specific collection is up for debate. Once a point in that collecton is more then 5 seconds in the past, it can be dropped to make space for a new one. You need to save the position, every gametick, into a Collection. It also goes back "to the last manaual save", or with some sensible limit of history entries. Think of it like the Undo History of any Text Editor. In this case however, what you need is a history of positions with a maximum. The one thing fundamental to programm flow: Ticks are the one constant of game development since pong. Unity hides the ticks a bit to make it easier to programm, but they are there. Instead of seconds, you count ticks - with a known ticks/second figure. Instead of using timers, you count ticks. "Realtime" games are just games with a lot of turns, that do not wait for user input. What you want sounds like Prince of Persia: The Sands of Times rewind mechanic. Now, you may get different views as programming is a little like philosophy, two thoughts may differ but both would be right in the end.I am not 100% certain for unity, but generally in games you do not use timers for games. On the other hand, you lose the main idea of the function which is to be reusable and make maintenance easier. You could think that if your function has less than three commands (arbitrary choice) and is not regularly called all over the program, use commands in the main instead. ![]() Your computer can probably do 1 to 3 billions of them per second. You get 25 to 50 cycles overhead per function per frame. ![]() If we consider your processor to be a 5 cycle pipeline with no superscalar (the ability of starting an instruction when another is not done yet) So calling a function has a little overhead but it is negligible as it is in the range of 5 to 10 instructions. This stack is filled up at the call of the function and emptied at the returned of the function. Those are the storage of the program counter, the value in some of the registers and others depending on the processor to be stored in a stack. To do so, when calling a function some automatic operations are done. In order to get back to the main,the processor needs to know where the program was before the call. The main function is now on hold until that function has returned. If you are in the main and you call Fct, the processor will jump to a location in memory pointed at by Fct. Should I ditch the Death() function and just copy paste the code twice in my scripts?Ĭalling a function means starting a subroutine. Is calling custom functions within a script or called from outside a script slowing down my game? I do this A LOT. I’m working on a mobile platform so speed is key for me. function Update() /// called from different script. However I also use functions for organization and ease of access. is called once every two seconds since it's less of a priority. InvokeRepeating("CheckIfDoingSomethingElse", 0.0, 2.0) // this one Hello - most of my scripts are segmented into different functions - a lot of it is for easier access/organization later on and some of it is for checking variables at different times.Įx: InvokeRepeating("Movement",0.0, 0.25) //called 4 times a second. ![]()
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