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Question by Rembo4Fight · Oct 04, 2018 at 10:24 AM · scripting problemoptimizationarraysprofilergarbage-collection

Scripting Problems with var arrays

Hello guys, I really tried finding out what is wrong with my code, I know it's about "arrays" and "var" that is making a lot of garbage collection.

Please help me resolve this.

I tried profiler and this is what it shows about MatSwitch script:alt text

Here is the script itself:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MatSwitch : MonoBehaviour {
 
     public Material mainMat;
     public Material newMat;
     public Renderer childrens;
 
     public float max;
 
     static float t;
 
     public float thres;
 
     public bool isMatNew;
 
     public bool access;
 
     public static bool zeroSlider;
 
     public void Start()
     {
         isMatNew = false;
 
         thres = newMat.GetFloat("_Threshold");
     }
         
     public void Update () {
         Renderer[] childrens;
         childrens = GetComponentsInChildren<Renderer> ();
 
         if (Input.GetKeyDown(KeyCode.R) && access == false) 
         {
             isMatNew = false;
         }
 
         if (access == true) 
         {
             isMatNew = true;
             if (zeroSlider == true) 
             {
                 isMatNew = false;
             }
         } 
 
         if (Input.GetKeyUp (KeyCode.R) && access == true) 
         {
             isMatNew = false;
         }
 
         if (isMatNew == true) 
         {
             t = 0.75f * Time.time;
             thres = Mathf.PingPong(t, max)+ 0.2f;
 
             newMat.SetFloat ("_Threshold", thres);
 
             foreach (Renderer rend in childrens) {
                 var mats = new Material[rend.materials.Length];
                 for (var j = 0; j < rend.materials.Length; j++) {
                     mats [j] = newMat;
                 }
                 rend.materials = mats;
             }
         }
         if (isMatNew == false) 
         {
             foreach (Renderer rend in childrens) {
                 var mainMats = new Material[rend.materials.Length];
                 for (var k = 0; k < rend.materials.Length; k++) {
                     mainMats [k] = mainMat;
                 }
                 rend.materials = mainMats;
             }
         }
     }
 }

screen-shot-2018-10-04-at-022352.png (174.1 kB)
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Answer by Hellium · Oct 04, 2018 at 12:59 PM

Because your code is not correctly documented and your variables horribly named, nobody wants to read this....

I have made an attempt to optimize a little bit your code, but you may not have the desired results, because I had to udnerstand what your code is doing just by reading it, and as I indicated, it's really hard without any comment and poorly named variables....

 using System.Collections;
 using UnityEngine;
 
 public class MatSwitch : MonoBehaviour
 {
     private const string thresholdProperty = "_Threshold";
 
     public static bool zeroSlider;
 
     public Material mainMaterial;
     public Material newMaterial;
     public float max; 
     public bool access;
     
     private Renderer childrenRenderers; 
     private float threshold;
 
     public void Start()
     {
         isNewMaterial     = false;
         threshold         = newMaterial.GetFloat( thresholdProperty );
         childrenRenderers = GetComponentsInChildren<Renderer> ();
     }
         
     public void Update ()
     {
         // Reset to main material
         if ( Input.GetKeyDown( KeyCode.R ) ) 
         {                
             AssignMaterialToChildren( mainMaterial );
         }
         // Update the new material
         else if (access && !zeroSlider)
         {
             threshold = Mathf.PingPong( 0.75f * Time.time, max ) + 0.2f;
             newMaterial.SetFloat ( thresholdProperty, threshold );
             AssignMaterialToChildren( newMaterial ) ;  
         }
     }
 
     /// <summary>
     /// Assign the given material to the children renderers
     ///</summary>
     private void AssignMaterialToChildren( Material material )
     {
         for( int rendererIndex = 0 ; rendererIndex < childrenRenderers.Length ; ++childrenRenderers )
         {
             Material[] materials = childrenRenderers[rendererIndex].materials;
             
             for (int materialIndex = 0 ; materialIndex < materials.Length; ++materialIndex)
                 materials[materialIndex] = material;
 
             childrenRenderers[rendererIndex] = materials;
         }
     }
 }
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avatar image Rembo4Fight · Oct 04, 2018 at 01:03 PM 0
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Thank you for answering, okay so my script is all about changing the material in all objects attached to main gameobject I will try to look at your version

avatar image Hellium Rembo4Fight · Oct 04, 2018 at 01:14 PM 0
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so my script is all about changing the material in all objects attached to main gameobject

Yes, obviously, I understood that.... But what is access and zeroSlider? Which script changes them?

avatar image Rembo4Fight Hellium · Oct 04, 2018 at 03:48 PM 0
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It's goes from the Score script, where are the slider of time and the count of the score, which is giving the access to the $$anonymous$$atSwitch script.

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