tag:blogger.com,1999:blog-8935780327334775165.post9063212673972702639..comments2023-08-07T22:48:57.800+08:00Comments on Entity Crisis: Micro Optimisation in Unity3DUnknownnoreply@blogger.comBlogger10125tag:blogger.com,1999:blog-8935780327334775165.post-58228653613243549802013-10-31T09:37:24.761+08:002013-10-31T09:37:24.761+08:00class MyBehaviour : MonoBehaviour {
new internal T...class MyBehaviour : MonoBehaviour {<br />new internal Transform transform;<br /><br />void Awake () {<br />transform = this.GetComponent<Transform>();<br />}<br />}<br /><br />and smile.ken arroyo darkeyehttps://www.blogger.com/profile/01903863530440203608noreply@blogger.comtag:blogger.com,1999:blog-8935780327334775165.post-41467786762966655362013-10-31T09:32:26.126+08:002013-10-31T09:32:26.126+08:00This comment has been removed by the author.ken arroyo darkeyehttps://www.blogger.com/profile/01903863530440203608noreply@blogger.comtag:blogger.com,1999:blog-8935780327334775165.post-492010900655579112013-02-08T05:55:29.063+08:002013-02-08T05:55:29.063+08:00Doesn't using a local variable add to gc hiccu...Doesn't using a local variable add to gc hiccups though?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8935780327334775165.post-21884460779144095962012-10-22T16:24:57.329+08:002012-10-22T16:24:57.329+08:00Oh yeah, one thing I forgot to mention - the test ...Oh yeah, one thing I forgot to mention - the test ran first is delayed big time.<br />Anyhow here are some numbers :<br />Cached: Time elapsed: 00:00:00.0002370<br />Uncached: Time elapsed: 00:00:00.0000052<br />Local: Time elapsed: 00:00:00.0000046<br />All good and shining for the Local variables. But after a quick reordering here is what you get :<br />Uncached: Time elapsed: 00:00:00.0002386<br />Local: Time elapsed: 00:00:00.0000051<br />Cached: Time elapsed: 00:00:00.0000031<br />Or you get :<br />Local: Time elapsed: 00:00:00.0002853<br />Cached: Time elapsed: 00:00:00.0000025<br />Uncached: Time elapsed: 00:00:00.0000061<br />There is no obvious reason for this random delay happening on the first test. I've tried delaying the action itself and a couple of other approaches but the issue persists. My guess is that it has something to do with the internal stuff of the Unity Editor.<br /><br />PS: Your captcha hates me :DJedyhttps://twitter.com/jedybgnoreply@blogger.comtag:blogger.com,1999:blog-8935780327334775165.post-78221958767713049722012-10-22T08:54:17.682+08:002012-10-22T08:54:17.682+08:00Hmm, when I change my test to run 5 loops only, I ...Hmm, when I change my test to run 5 loops only, I get these figures, which show local access still comes out on top. Can you post your tests so I can compare?<br /><br />Cached: Time elapsed: 00:00:00.0002060<br />Uncached: Time elapsed: 00:00:00.0000050<br />Local: Time elapsed: 00:00:00.0000050<br />Simon Wittberhttps://www.blogger.com/profile/02730025645144151014noreply@blogger.comtag:blogger.com,1999:blog-8935780327334775165.post-84630257074753877962012-10-22T08:36:23.453+08:002012-10-22T08:36:23.453+08:00Interesting benchmark.
I had some doubts at first...Interesting benchmark.<br /><br />I had some doubts at first but indeed you are correct. The local variable approach is the better option if the cached value is used repeatedly.<br /><br />Anyhow - after a set of benchmarks on my own ( using your code as a basis ) the clear winner with a few loops is the cached transform.<br />With just a few loops - 1-5 the cached transform is significantly faster ( 35% ). When the loops increase the percentage drops in favor of the local variable ( 30% at 10, the local gets 20% better score on 5000 iterations ).<br /><br />Even though you results are perfectly correct for a <b>heavy</b> amount of data accessors - in the common case the cached transform is the fastest option.Jedyhttps://twitter.com/jedybgnoreply@blogger.comtag:blogger.com,1999:blog-8935780327334775165.post-51609485005711348072012-05-17T17:13:22.476+08:002012-05-17T17:13:22.476+08:00That's right and I understand the results. Cac...That's right and I understand the results. Caching is worth anyway in front of a general script with Update functions, where don't caching could be noticed.Jordi Linareshttps://www.blogger.com/profile/04207400774962051301noreply@blogger.comtag:blogger.com,1999:blog-8935780327334775165.post-10909005298365227602012-05-17T17:09:36.373+08:002012-05-17T17:09:36.373+08:00No, you don't want to do that. I am testing th...No, you don't want to do that. I am testing the speed of accessing variables in different ways from inside a function. To test this single thing, I isolate it and run it inside a minimal loop.<br /><br />Running in the update function would effectively test everything Unity does per frame, not just a single variable access.Simon Wittberhttps://www.blogger.com/profile/02730025645144151014noreply@blogger.comtag:blogger.com,1999:blog-8935780327334775165.post-28921501711061383612012-05-17T17:02:20.519+08:002012-05-17T17:02:20.519+08:00I think there is a wrong approach in this test. Th...I think there is a wrong approach in this test. The results are somehow obvious. I think that the experiment should compare the 3 approaches when using the cached transform in an Update(), where the difference could be obvious if we have to get the reference to the transform at everyframe. Making the test in the Start() proves nothing to me.Jordi Linareshttps://www.blogger.com/profile/04207400774962051301noreply@blogger.comtag:blogger.com,1999:blog-8935780327334775165.post-68888966054390876142012-05-11T22:01:36.705+08:002012-05-11T22:01:36.705+08:00You missed GetComponent() alternative. Which is WA...You missed GetComponent() alternative. Which is WAY slower than others:<br /><br />GC: Time elapsed: 00:01:53.8888645<br /><br />Still, it should be mentioned for the sake of completeness. I wonder, though, what does GameObject.transform do that is so much faster than GetComponent, but still twice as slow as member access.Nevermindhttps://www.blogger.com/profile/17690921927176051955noreply@blogger.com