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Question by mlepage · Mar 29, 2015 at 08:46 PM · transformpositionoptimization

Assigning unchanged position to transform

This question involves internal optimizations of Unity.

Supposing I do something like this:

 Vector3 v = transform.position;
 v.x = Mathf.Repeat (32f + v.x, 64f) - 32f;
 v.y = Mathf.Repeat (32f + v.y, 64f) - 32f;
 transform.position = v;

My question is whether Unity is smart enough to realize that in some cases, the position will not have changed, and not do any extra work (e.g. updating physics collision data) in those cases.

Or, if it will always perform the assignment and any extra work without checking for actual changes (in which case it might make sense for me to add such checks myself).

Basically, I'm wondering if this is the best way to implement a wraparound script (to place on objects to let them wrap the screen), or whether it's better to have if statements to only assign position in case it actually changed.

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avatar image maccabbe · Mar 29, 2015 at 08:54 PM 0
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I believe that assigning to transform.position does not update physics/collision data in all cases, even if the position has changed.

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