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Question by $$anonymous$$ · Sep 14, 2016 at 12:35 AM · c#eventsystemperformance optimizationevent-handling

Looking for a way to avoid using Update() Function

Hi!

I've been programming with unity for some time, but now im starting a project with friends and I started to look into ways of optimizing my scripts. I'm currently working on a 2D puzzle system that uses activators, outputlocks (once the output is high once, it remains high), logic doors and some receiver objects such as doors, platforms, etc.

I want to avoid the Update function, since most of this doesn't have to be verified every frame. Is there a way to use event systems or handlers to trigger a function when another script's boolean value changes?

For example: The player presses a button, the button's script changes it's 'output' value to true and another script detects that and calls a function once. Thanks!

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avatar image juicyz · Sep 14, 2016 at 01:15 AM 1
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I'd look into a Callback system. Basically you would add a connection to a variable with a function/event that will change it based on the input. I believe Unity might have one of these already in its library but I could be wrong. I'd show you an example but I gotta drive right now.

avatar image $$anonymous$$ juicyz · Sep 14, 2016 at 01:49 AM 0
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Sounds like a good place to start looking, thanks!

avatar image flashframe · Sep 14, 2016 at 05:28 AM 1
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Some good stuff about events in the Unity tutorials: https://unity3d.com/learn/tutorials/topics/scripting/events?playlist=17117

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