Changes between Version 1 and Version 2 of PerformanceAndOptimization
- Timestamp:
- 2011-10-07 02:18:48 (13 years ago)
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PerformanceAndOptimization
v1 v2 3 3 # Performance and optimization 4 4 5 I care about the objects being passed as reference to the functions in order to avoid copying objects. Feel free to check out the main scripts ([Car Input](wiki:CarInput), [CarControl](wiki:CarControl), [CarWheel](wiki:CarWheel), and [CarWheelFriction](wiki:CarWheelFriction)) and please let me know if you find something that could be optimized.5 I care about the objects being passed as reference to the functions in order to avoid copying objects. Feel free to check out the main scripts ([CarMain](CarMain), [CarControl](wiki:CarControl), [CarWheel](wiki:CarWheel), and [CarWheelFriction](wiki:CarWheelFriction)) and please let me know if you find something that could be optimized. 6 6 7 7 But there are operations that require entire objects to be created and deleted and cannot be optimized (or I don't know how to do it). Skidmarks, SkidSmoke (both controlled from [CarVisuals](wiki:CarVisuals)) and [CarDamage](wiki:CarDamage) are the top memory wasters. … … 20 20 ## GUI objects 21 21 22 __[Car Input](wiki:CarInput)__ displays the vehicle's dashboard. You can disable it by setting the property __guiEnabled__ to false.22 __[CarMain](CarMain)__ displays the vehicle's dashboard. You can disable it by setting the property __guiEnabled__ to false. 23 23 24 24 __[CameraControl](wiki:CameraControl)__ references the GUITexture objects used for the vehicle's mirrors. Set __showMirrors__ to false for disabling all processing regarding the mirrors. You could also delete the GUITexture objects (children of MAIN), the mirror cameras (actually available at the Bus only), and the RenderTexture assets where the mirrors are rendered (located at _Assets \ EdyVehiclePhysics \ GUI_).