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Question by ExtraFlash · Oct 19, 2017 at 10:04 PM · performanceupdateinvoke

should I use Invoke or Update?

Hey, can you please tell me what is more efficient. After I press a button in my game I set a bool variable to true and then I want to check if a bool varable is true and then lerp something till t equals to 1. so my question is: should I use update and check if the variable is true every frame or invoke a function that will get invoked till t is equal to 1.

Example for Update solution:

 void OnPress()
 {
   startLerp=true;
 }
 
 void Update()
 {
 if(startLerp)
  {
  if(t<1)
   {
   // do this 
   t+=Time.deltaTime;
   }
 else
 startLerp=false; // to make sure this action wont happen anymore
 }

}

Example for Invoke solution:

 void OnPress()
 {
 StartLerp();
 }
 
 void StartLerp()
 {
 if(t<1)
   {
   //  do this
   t+=Time.deltaTime;
   Invoke("StartLerp",timeParameter);
   }
 // when t will be greater or equal to 1, the function wont get invoked
 }
 
 

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avatar image Stevens-R-Miller · Oct 20, 2017 at 11:51 AM 1
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I like Update here. It synchronizes your changes to t with the frame rate, which may be what you want if your goal is to change something the player can see on the screen. With Invoke, you aren't locking your changes to frames. Also, note that your StartLerp method always runs whatever code follows your "if(t<1)" block, whether Invoke is called or not. (The manual page on Invoke doesn't say anything about multithreading, so I have to allow for the possibility that the method specified in Invoke's first parameter is run on its own thread, which could cause problems of its own.)

avatar image ExtraFlash Stevens-R-Miller · Oct 20, 2017 at 12:17 PM 0
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Thanks for the answer :)

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