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Question by gharbill · May 08, 2013 at 11:21 PM · updatevaluecalculation

how much CPU do codes inside the update function use?

I need some basic but exact information about how calculations are done in unity. I know it depends on the process for example using SendMessage every frame can be a horrible resource hog. but what about setting a value? I think unity itself runs hundreds or maybe thousands of lines of code to render a frame. so does it really hurt to have a code in update function? or we should avoid it as much as we can? I need to know about different calculations so consider this list:

SendMessage, Find, Mathf functions, Setting variables, Writing data on disk, and so on...

A detailed answer would be a great help for many newbies here. thanks!

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avatar image Eric5h5 · May 09, 2013 at 12:37 AM 1
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Nobody can answer that; it depends on what you're doing. But doing something is always slower than not doing something, by definition. If you don't need something calculated every frame, then don't use Update.

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Answer by Ebil · May 08, 2013 at 11:26 PM

Have no information but, how about you try it? I for myself will not think about that until i come to some trouble that could be caused by that. Just to a million Sends or finds per Update and you will see the different fps.

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avatar image gharbill · May 08, 2013 at 11:41 PM 0
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Well thanks, and I do try it myself too, but I asked to know what experts say here...

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