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Question by sparda928 · Dec 19, 2013 at 05:43 PM · c#optimizationcompiler

Spacial and temporal locality in Unity

I am contemplating writing my own structures for holding and updating GameObjects. I just don't know if controlling GameObjects through piles of scripts attached to each one is more efficient than looping through a very clean and orderly struct along with methods that exploit locality (temporal/spacial). Does anyone know whether Unity is already doing this behind the scenes and whether I should bother writing benchmarks?

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