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Question by khamosh132 · Jul 30, 2016 at 06:43 AM · performanceupdateperformance optimizationdrawcallsupdate function

Multiple small update calls vs one large update call?

I am having performance related issues with my 3D game for anroid although my batches go upto max 35. In my game scene I have one script that uses Update() for movement of movement of some gameobjects. It is applied to more than 100 gameobject seperately so there are more than a 100 update calls for that script. Is it an acceptable approach or should I write a script that alone manages movement of all those gameobjects (using array or something like that) in one large update? Thanks!

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Answer by mahdiii · Jul 30, 2016 at 09:10 AM

Surely it is acceptable. 100 update calls are so negligible. If you need to move objects separately(independently) so use separate updates else use one update for it. It is better that use less update calls but it is not readable and hard for debugging.

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avatar image khamosh132 · Jul 30, 2016 at 12:08 PM 0
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Thanks for your answer. Yes, I wrote another script that alone implements movement of all gameobjects and but the difference in CPU usage (in terms of time ms in profiler) was almost none.

avatar image khamosh132 · Aug 01, 2016 at 10:23 AM 0
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Does is hold true for many(100+) different scripts everyone having its own update function?

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