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Question by stefanplc · Jan 05, 2017 at 12:48 PM · c#scripting problemcache

Cache other scripts

Hey guys, I just want to make sure I understand something correctly. The following code is bad practice because GetComponent<> has a significant performance cost so running it several times a second would slow the game down:

 void Update() {
 ADifferentGameObject.GetComponent<AScriptOnThatGameObject>().SomeString = "SomeValue";
 }

But the following is just fine because I first cache the script:

 AScriptOnThatGameObject MyScriptOnThatGameObject;
 
 void Start() {
 MyScriptOnThatGameObject = ADifferentGameObject.GetComponent<AScriptOnThatGameObject>();
 }
 
 void Update() {
 MyScriptOnThatGameObject.SomeString = "SomeValue";
 }


Is this right? Thanks in advance!

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Answer by UnityCoach · Jan 05, 2017 at 01:22 PM

This is absolutely right ;) You can even do these assignments in Awake ().

Same goes for simple object creation, I usually don't create Vector3 and such in Update, I put them at the class root and assign them in Update, so that they don't get created and garbage collected every frame.

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avatar image stefanplc · Jan 05, 2017 at 01:49 PM 0
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Great, thank you!

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