Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by cassius · Nov 14, 2012 at 02:06 AM · coroutineprofileryield

Does This Coroutine Make Sense?

I'm new to the concept of coroutines. Within one of my scripts I check to see if a variety of different objects are close enough to the camera to enable them. If they are not, they remain disabled. The script checks the distances every X seconds.

I was noticing within Profiler that the script was taking about 2.5ms-3.5ms to process and would like to cut it down, so I modified my code (below).

Can anyone tell me if doing it this way is a good idea or not? I guess I'm specifically referring to the way the conditional statements "yield" within CheckShowOrDontShow(). From what I understand, yield will basically exit the coroutine, then next frame return to where it left off. The result is that the Profiler shows it as taking 0.15ms-0.3ms now. Great! Just not sure if I'm missing something or causing problems elsewhere.

 function Start () {
     cachedVisibleDistance = visibleDistance;
     player = GameObject.Find("Player/Ship/Ship");
     for (var child : Transform in transform) {
         // Lets us specify which child to enable/disable based on distance.
         child.transform.gameObject.SetActiveRecursively(false);
         theObject.Push(child.gameObject);
         theLocation.Push(child.position);
         theStatus.Push(false);
     }
     arrLength = theObject.length;
 }
 
 function LateUpdate () {
     if(tempTime <= Time.time) {
         // Cache the player's position so we don't have to access it every loop in CheckShowOrDontShow().  Saves CPU (Profiler)
         cachedPlayerPosition = player.transform.position;
         CheckShowOrDontShow();
     
     tempTime = distanceCheck + Time.time;
     }
 }
 
 function CheckShowOrDontShow() {
     // Get the distance to all the objects which enable or disable based on distance
     for (i=0;i<arrLength;i++) {
         if (player && theObject) {
             if(theStatus[i] == false) {
                 if(Vector3.Distance(cachedPlayerPosition, theLocation[i]) <= visibleDistance) {
                     /* Then we tell it to enable.
                     Alternatively, we could just enable and disable materials, but I
                     feel like completely disabling the objects may save resources. */
                     theObject[i].SetActiveRecursively(true);
                     theStatus[i] = true;
                 }
                 yield;    // Check Profiler to see if this helps with processing time
             } else {
                 // We should also disable currently enabled objects if they're farther than visibleDistance
                 if (Vector3.Distance(cachedPlayerPosition, theLocation[i]) > visibleDistance) {
                     theObject[i].SetActiveRecursively(false);
                     theStatus[i] = false;
                 }
                 yield;    // Check Profiler to see if this helps with processing time
             }
         }
     }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by whydoidoit · Nov 14, 2012 at 09:32 AM

That's a great use of coroutines. Perfect multi-frame shifting of effort is a very good idea.

I would suggest that you square visibleDistance at the start and then check (cachedPlayerPosition - theLocation[i]).sqrMagnitude because square roots are recursive and expensive. There's some more advanced info on coroutines available on Unity Gems

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image cassius · Nov 14, 2012 at 05:03 PM 0
Share

Thanks a bunch, $$anonymous$$ike!

Just to clarify on your suggestion, are you suggesting the following revisions?

  function Start () {
       visibleDistance = visibleDistance*visibleDistance;
       cachedVisibleDistance = visibleDistance;

and then swapping out

  if(Vector3.Distance(cachedPlayerPosition, theLocation[i]) <= visibleDistance) {

with this?

  if((cachedPlayerPosition - theLocation[i]).sqr$$anonymous$$agnitude <= visibleDistance) {

I'll be sure to check out Unity Gems. Thanks for the tip.

avatar image whydoidoit · Nov 14, 2012 at 05:04 PM 0
Share

Yeah that's what I was thinking... I normally have a visibleDistanceSquared kind of variable myself.

avatar image cassius · Nov 14, 2012 at 05:19 PM 0
Share

Oh I see. According to the Unity docs, Vector3.Distance(a,b) is the same as (a-b).magnitude and that "calculating the squared magnitude ins$$anonymous$$d of the magnitude is much faster." I didn't realize either one of those so thanks for bringing that to my attention, $$anonymous$$ike.

Cheers, will mark this as answered. :)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can you end a coroutine from outside of that coroutine? 2 Answers

Stuck while solving a Coroutine problem 0 Answers

WaitForSeconds is breaking out of my IEnumerator 1 Answer

Coroutines Didn't Work After Changing Scene 1 Answer

C# yield not doing anything 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges