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Question by Xarbrough · May 23, 2015 at 03:37 PM · performancecolorcachepoolbatch

Pool/Cache Unity colors when used by many objects

My scenario: I'm using editor functions to draw some Gizmos in my scene view with shared colors. I have maybe 100 objects. When I select many of them at once I can see a big performance drop for a few seconds, so now I'm looking for ways to optimize my editor code.

Every object has code similar to this:

 void OnDrawGizmos ()
 {
     Gizmos.color = new Color32(255, 255, 255, 50);
     Gizmos.DrawLine(Origin.transform.position, Destination.transform.position);
 }


Does it make sense and is there a way to cache/pool/batch the creation of all those colors? I don't need 100 color objects to be created every time something changes in the scene. I want it to be created only once and then be used like a constant.

So next, I thought:

 public static class Constants 
 {
     public static Color almostClear = new Color32(255, 255, 255, 50);
 }

This at least let's me change colors in a single place, but does it also prevent the creation of the color every time an object needs it? What would be a way to batch this efficiently?

Thank you!

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