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Question by Thomas-Hawk · Jun 23, 2018 at 09:00 PM · scripting problemcoroutineloopframerateinstances

How to change a large number of booleans as fast as possible without sacrificing framerate?

Let's say I have a couple hundred things. Each one has a boolean "state".


And I need to have one single action or method which changes the bool state of one thing, and pushes that thing's new bool state to some 1-5 other things that it is "connected" to (by a list of references to other things stored on that thing) which then have to affect the state of their 1-5 other things, etc etc.


If I change all of them in one frame with a loop, I obviously get a lot of framerate drop.


If I do it with a class instance on each object, and tell each one to wait just a fraction of a second before "pushing" their state, I get a problem where this "signal" is able to end up infinitely looping between "circles" of these connections. I need it to be instant enough, that this won't happen.


How would I have one script which managed every things' logic without risking framerate?


Again, this doesn't need to be a per-frame thing, as in, I only need it to happen when for example the player flips a switch on one of these objects. After all of the states are changed I don't need any additional per frame updates.

Right now every "thing" is a new object with different instances of their class, which basically have a "push state" function which are called by, well, whatever one of their connections pushes their state to it.

I prevent inherently looping by only having the states push to the ones that are not yet that state.

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Answer by hectorux · Jun 25, 2018 at 04:49 AM

If you change all at same time and always the same value, you can use a static bool for your script. If you are in 2018.2 or more, i think you may use entities for those objects.

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