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Question by uhcacinorev · May 01, 2015 at 04:06 AM · gameobjectactivateblinking

Blink objects at a constant rate

Hi, I'm new to Unity and I'm trying to have an object blink rapidly at a constant rate, say 15 Hz, that I can set in the editor. So far, I've tried having the object activate and deactivate:

 public GameObject Block;
 public float frequency;

 void FixedUpdate () 
 {
     InvokeRepeating ("FlickerBlock", 0, frequency); 
 }

 void FlickerBlock () 
 {
     if (Block.activeSelf)
         Block.SetActive (false);
     else
         Block.SetActive (true);
 }

However, when I play this, the object doesn't seem to blink at a constant rate. It blinks faster at some points and seems to skip at other points. More concerning is that after maybe a minute or two, the FPS drops drastically from ~60-70 to ~20-30. I'm not sure what is causing this as I only have two stationary cubes doing this in the scene so far. Is there a way to make Unity run this more efficiently? Would it be better to have the objects blink through some other way than activating/deactivating it?

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Answer by abilius_xxi · May 04, 2015 at 09:34 AM

You are generaring a new flow/sequence of blink calls with each new physics cycle because it's called inside fixedupdate. Hence your yields drops dramatically after a minute.

Try calling repeatinginvoke from outside fixedupdate.

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Answer by Calum1015 · May 02, 2015 at 06:29 AM

Use InvokeRepeating to call a function repeatedly. It might be a little inefficient but then in the function you just called, Use Invoke to call another function once this time to disable the object(s). Is this what you were looking for?

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