Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by sovredcat · Feb 20, 2014 at 04:14 PM · gameobjectprofilercomponentsenableddisabled

If i disable a GameObject does all it's components get disabled also?

As the title says if i disable a GameObject does all it's components get disabled also?

Unity Profiler is telling me that AudioManager.Update, MonoBehaviour.OnMouse_ (and more) are taking CPU even though the GameObject is disabled and so should it's components (AudioManager) and scripts (The mouse stuff) right?

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Kiloblargh · Feb 20, 2014 at 04:29 PM 0
Share
  • its

  • its

  • its

avatar image Iamdain · Mar 13, 2016 at 08:49 PM 0
Share

@kiloblargh "Neither of these should be causing performance issues for you." could you please point to documentation confir$$anonymous$$g this or explain what makes you sure that this is the case? What do you define as an 'issue'? We have up to 2ms spikes on both iOS and Android from On$$anonymous$$ouse_, making it the 3rd highest CPU consu$$anonymous$$g task for those frames.

Have tried setting camera.event$$anonymous$$ask = 0; with no success.

@sovredcat did you ever find a solution?

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Kiloblargh · Feb 20, 2014 at 04:32 PM

Yes, it is supposed to, but- you should not have a component called AudioManager attached to a gameObject. There already is such a thing. Also, I think Unity detects mouse input whether or not any script is actually using it at the time.

Neither of these should be causing performance issues for you.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image sovredcat · Feb 20, 2014 at 07:47 PM 0
Share

I have an audio source attached not an audio manager. Anyway it looks like unity detects mouse input no matter what (like you said) and the audio manager is just that, so thanks.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

What is the best way to manage gameobjects in a scene to conserve memory? 0 Answers

Enable & Disable multiple game objects 0 Answers

How to set false components to true? 1 Answer

Multiple Game Objects, different components 1 Answer

Script keeps functioning when disabled 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges