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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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