IfLookedAt Memory Problem
Hi, So I'm working with Google VR, I have this script:
It basically says that when I look at the object it will move to the desired position, It works fine but it causes a lot of lag on the phone, I was looking at the profiler and it uses a lot of memory, I have no idea of where and how to approach this problem, I hope you could help me, thanks!
using UnityEngine;
using System.Collections;
public class LookingAtScript : MonoBehaviour {
public Transform myself;
public Transform Aquiputamadre;
public float smoothTime = 0.3F;
private Vector3 velocity = Vector3.zero;
public float speed = 1f;
private bool isLookedAt = false;
public bool BridgeIsReadySir = false;
public Transform cameralocator;
float threshold = 0.1f;
// Use this for initialization
void Start ()
{
//StartCoroutine (Planking (target));
}
void FixedUpdate()
{
if (isLookedAt && cameralocator.transform.tag == "Isla0")
{
StartCoroutine (Planking (myself));
}
}
IEnumerator Planking(Transform myself)
{
Debug.Log ("Sip");
while ((myself.transform.position - Aquiputamadre.transform.position).sqrMagnitude > threshold * threshold)
{
//if (isLookedAt)
//{
transform.localPosition = Vector3.SmoothDamp (transform.localPosition, Aquiputamadre.localPosition, ref velocity, smoothTime);
Debug.Log (BridgeIsReadySir);
BridgeIsReadySir = true;
myself.GetComponent<Collider> ().enabled = false;
yield return null;
//}
//yield return null;
}
yield return null;
}
public void SetGazedAt(bool gazedAt)
{
isLookedAt = gazedAt;
}
}
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