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Question by Rukas90 · May 30, 2018 at 05:53 PM · c#performanceclassparametersstruct

Struct for holding Class Parameters

Hello everyone,
Recently I've been trying to optimize my game a little bit. What is performance wise best way of using structs?

I tried to store my class parameters to separate structs? Will this make any difference to my game performance? Thank you.

I wrote this sample script to showcase on how I used structs in my scripts.


Old Script:

 using UnityEngine;
  
 public class SampleScript : MonoBehaviour {
  
     [SerializeField] bool canZoom;
     [SerializeField] float zoomFOV;
     [SerializeField] float smooth;
  
     Camera mainCam;
     float defaultFOV;
  
     void Start ()
     {
         mainCam = Camera.main;
         defaultFOV = mainCam.fieldOfView;
     }
  
     void Update ()
     {
         AimZoom();
     }
  
     private void AimZoom ()
     {
         if (Input.GetMouseButton(1))
         {
             if (!canZoom) return;
  
             mainCam.fieldOfView = Mathf.Lerp(mainCam.fieldOfView, zoomFOV, Time.deltaTime * smooth);
         }
         else
         {
             mainCam.fieldOfView = Mathf.Lerp(mainCam.fieldOfView, defaultFOV, Time.deltaTime * smooth);
         }
     }
 }


New Script:

 using UnityEngine;
  
 struct Parameters
 {
     public bool canZoom;
     public float zoomFOV;
     public float smooth;
 }
 public class SampleScript : MonoBehaviour {
  
     [SerializeField] Parameters parameters = new Parameters();
  
     Camera mainCam;
     float defaultFOV;
  
     void Start ()
     {
         mainCam = Camera.main;
         defaultFOV = mainCam.fieldOfView;
     }
  
     void Update ()
     {
         AimZoom();
     }
  
     private void AimZoom ()
     {
         if (Input.GetMouseButton(1))
         {
             if (!parameters.canZoom) return;
  
             mainCam.fieldOfView = Mathf.Lerp(mainCam.fieldOfView, parameters.zoomFOV, Time.deltaTime * parameters.smooth);
         }
         else
         {
             mainCam.fieldOfView = Mathf.Lerp(mainCam.fieldOfView, defaultFOV, Time.deltaTime * parameters.smooth);
         }
     }
 }



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avatar image ShadyProductions · May 30, 2018 at 06:14 PM 1
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This really won't have any effect to performance.

avatar image TreyH · May 30, 2018 at 06:51 PM 2
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Yeah, you're not going to notice anything with a change like this. It's more likely that the introduction of structs for this specific situation (monitoring all exposed fields) will just complicate things.

It's good to keep performance in $$anonymous$$d, but have you noticed any performance issues that you feel must be addressed? It's my experience that premature optimization leads to way more headaches down the road than readable, negligibly-"slower" code ever will.

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