Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 merkaba48 · Aug 05, 2017 at 10:07 PM · datastructure

Ideal way to store a list of transforms and their collective parents? Details inside.

I have my own collision detection system, and part of this system is a 'Mover' class attached to an empty transform with many Collider2Ds as child objects.

I often need to check a collision to see if it has hit a Mover type, and access the Mover class; using GetComponentInParent each time would be inefficient so I'd like to cache the structure somehow.

So here are some things I've considered, but I don't really have enough knowledge to make a decision, which is why I'm here! It's possible I'm missing some obvious answer.

Idea 1:- Keep a single List that every Mover registers itself into when spawning. Then within each mover have a HashSet. Populate the HashSet when the Mover spawns using GetComponentsInChildren. When testing a raycast collision, iterate through the Mover list and check the Hashset for the hit.collider

Idea 2:- Keep a single Dictionary. Populate the HashSet when the Mover spawns using GetComponentsInChildren. When testing a raycast collision, search the dictionary using hit.collider as the key.

Alternatively I could place all my Mover objects into their own physics layer and query the layer - though I still need an efficient way to access the Mover class after confirmation.

(edit) Clarification of the transform structure,

 Root
     Mover
         Collider2D
         Collider2D
     Mover    <------.  want this
         Collider2D   \
         Collider2D <------ Hit this        
         Collider2D    
     Mover
         Collider2D
     etc
Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by merkaba48 · Aug 06, 2017 at 12:19 AM

After doing some digging, I'm going with the dictionary route, based off an answer in this stackover question- https://stackoverflow.com/questions/2728500/hashsett-versus-dictionaryk-v-w-r-t-searching-time-to-find-if-an-item-exist

Comment
Add comment · 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

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

67 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 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 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to store a Transform[,] grid in an ArrayList? 2 Answers

Irregular grid, data structure 1 Answer

How do I create a branching dialogue tree? 0 Answers

Item data structure - Scriptable Object Inheritance problems 1 Answer

Many scriptable objects at once = fine? 0 Answers


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