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Question by Barsby · Mar 29, 2014 at 12:47 AM · c#efficiency

C# Code efficiency.

I have an array of cubes, all spawned at different heights.

Currently I have it so when the up button is pressed it transform them all to z = 0, keeping them in their current location on the x, y axis.

Here is my current code:

 using UnityEngine;
 using System.Collections;
 
      public class zeroObjects : MonoBehaviour {
      public bool move;
      public float duration = 0.5f;
      private float t;
 
 
  
      void Update() 
      {
 
           if(Input.GetKeyDown(KeyCode.UpArrow))
     {
         move = true ;
     }
           if (move)
           {
            double TLoc;
 
         TLoc = transform.position.y;
 
 
         t += Time.deltaTime / duration; 
 
         Vector3 posA = new Vector3(transform.position.x, transform.position.y, transform.position.z);
         Vector3 posB = new Vector3(transform.position.x, 0, transform.position.z);
         
         if(TLoc > 0){
             print(posA);
             transform.position = Vector3.Lerp(posA, posB, t);
         }
 
         if(TLoc == 0){
             move = false;
         }
     }
 
      }
  }

It works.

But I am relatively new to unity, and have just started learning C#.

Is there a better way to achieve what I am doing? Or am I on the right track?

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Answer by supernat · Mar 29, 2014 at 01:39 AM

There's nothing wrong specifically, if it does what you need. The only optimization I would make is to change the double to a float as the double is not necessary.

Another slight optimization would be to move the check for GetKeyDown() into a single management type class and then use a static variable in the cube class.

So you may create a management class like this:

 public class Manager: MonoBehaviour {
      bool inFreeFall = false;
 
      void Update() 
      {
          if(Input.GetKeyDown(KeyCode.UpArrow) && (!inFreeFall))
          {
              inFreeFall = true;
              zeroObjects.StartFreefall();
          }
      }
 }

Then in your zeroObjects class:

 static bool movingDown = false;
 
 static public void StartFreeFall() {
     movingDown = true;
 }
 
 void Update() {
     if (movingDown) {
         // Your code to move
     }
 }

Create an empty game object in your scene and drop the Manager script on it. So now you are only testing for GetKeyDown() in one place. It probably is such a small optimization it's not worth it. :)

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