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Question by daniel-eherbert · Jul 16, 2015 at 08:17 AM · c#animationreflection

What does Unity use internally to apply animation curve values to Component fields? Reflection?

I'm writing a system where Component field values need to be updated many times during runtime, potentially every frame, based on certain conditions.

My trouble is that the functionality is Component agnostic - that is, it would work for any component - and the field names and values are determined dynamically. This means I can't specifically code something along the lines of GetComponent().someField = newValue;.

I can achieve what I need to via Reflection, but that's really not ideal from a performance point of view (and Reflection.Emit isn't viable for iOS I hear...).

I'm curious about how Unity applies values from the built in animation functionality. Is it Reflection? Or perhaps some kind of cached dynamic runtime functions?

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avatar image zach-r-d · Jul 16, 2015 at 11:09 AM 2
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Reflection performance might be okay if FieldInfo objects get cached such that a single SetValue call is all that's needed to update a value. Any other solution I can think of requires either metaprogram$$anonymous$$g (which I don't believe C# supports to the necessary extent) or putting responsibilities on client code (which sucks, and would only work for $$anonymous$$onoBehaviour subclasses).

avatar image daniel-eherbert · Jul 16, 2015 at 12:18 PM 0
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Thanks for the input. Totally agree re putting responsibility on client code. Not at all ideal.

$$anonymous$$y prototypes thus far are leaning towards caching, and I'm learning about Delegates now, too.

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