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Question by Dalvtor · Jan 13, 2016 at 12:46 PM · buttonphysics2d

UI Buttons and physics.

I am working on a 2D game that mixes the UI with the physics. Let's suppose we have 4 buttons (left, up, right, down), in a canvas, and whenever a button is pressed, we apply forces to one RigidBody2D and move it.

My question is:

Which code is more efficient, and better performance wise?

Version I. (Buttons)

 void Start(){
     this.leftControl.onClick.AddListener(() => { MoveLeft(); }); 
 }
 
 void MoveLeft(){
     GetComponent<RigidBody2D>().AddForce(Vector2.left);
 }

Version II. (GameObjects)

Or instead of buttons, adding 4 GameObjects and detect the "click" with RayCasts.

 RaycastHit2D hit = Physics2D.Raycast (Camera.main.ScreenToWorldPoint (Input.mousePosition), Vector2.zero);    
     
  if (hit.collider != null){
         string colliderTag = hit.collider.gameObject.tag;
         if (colliderTag == "LeftControl" ) {
              GetComponent<RigidBody2D>().AddForce(Vector2.left);
         }
  }

I like the version I better, but I am not sure it even is good praxis. My main concern is the performance, because in the version II the detection is on Update() method, while in the Version I, I don't know how often is the "listener" checked.

Thanks, and I am sorry if the question is stupid, I am new to Unity.

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