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Question by Wolgraph · Aug 25, 2019 at 03:56 PM · performancewebglcomponentsvariable-definition

Efficiency between getcomponent<> and save reference in a variable

I believe the title may be quite explicative.
In my case I need to manage many different components (a bit more than shown below) attached to some UI elements.
I'm wondering if it's more efficient to store all the references in variables, or I can just get all the components each time I click on a botton.
This project is meant to be built in WebGL. Actual project I'm working on In the code below the method FillPanel populate a panel with descriptions, images and transition effects (not present in the version at the link)

 void Start()
     {       
         panelUI = new GameObject[gameObject.GetComponentsInChildren<Transform>().Length];
         for (int i=0; i< gameObject.GetComponentsInChildren<Transform>().Length; i++)
         {panelUI[i] = gameObject.GetComponentsInChildren<Transform>()[i].gameObject;}
         // panelUI[0] : Panel
         // panelUI[1] : Title
         // panelUI[2] : ScrollView
         // panelUI[3] : Viewport
         // panelUI[4] : Description
         // panelUI[5] : Image
         // panelUI[6] : ScrollBar
         // panelUI[7] : Handle
     }

  void FillPanel(bool Component, string element)
     {
             panelUI[1].GetComponent<TextMeshProUGUI>().text = element;
             panelUI[2].GetComponent<RectTransform>().offsetMax = new Vector2(-5f, -10 - panelUI[1].GetComponent<RectTransform>().rect.height);
             panelUI[4].GetComponent<TextMeshProUGUI>().text = oT.Livelli[element];
     }


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