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Question by _Yash_ · Jun 17, 2015 at 12:46 PM · performancescriptingbasics

More than one Update/scripts Vs Single Update. Any performance advantage?

Case 1:

MainScript.cs

 Update(){...} 

Script1.cs

 Update(){...}

Script2.cs

 Update(){...} 

and more other scripts.

Case 2:

MainScipt.cs

 //references of other scripts  
 
 Script1 s1;  
 Script2 s2;  
 Update(){  
    s1.UpdateX();  
    s2.UpdateX(); 
    // other scripts... 
 }

Script1.cs

 UpdateX(){...}

Script2.cs

 UpdateX(){...}

Is there any Performance improvements if I use case 2 instead of case 1?

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avatar image Mouton · Jun 17, 2015 at 01:43 PM 1
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Update functions are called through an internal loop in the same way as your case 2.

There could be a performance benefit if you multiply identical operations, such as check a timer.

ie.

 Update()
 {
     t += Time.deltaTime;

     if (t > maxT)
     {
         s1.DoStuff();
         s2.DoStuff();
         s3.DoStuff();
     }
 }

... is better than doing the same in each loop if you have a lot of instances of your $$anonymous$$onoBehaviour

 Update()
 {
     t += Time.deltaTime;

     if (t > maxT)
     {
         // do stuff...
     }
 }

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Answer by Dave-Carlile · Jun 17, 2015 at 12:52 PM

I would imagine Unity is optimized to loop through scripts calling Update, and you're going to end up with many Update functions anyway. Performance-wise it's not really worth the effort to consider - premature optimization and all that.

There might be an argument for rolling your own if you want to decouple your game logic from Unity's architecture.

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