Timeline for More efficient using invokerepeating or update?
Current License: CC BY-SA 3.0
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when toggle format | what | by | license | comment | |
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Apr 26, 2016 at 13:59 | vote | accept | Xavier James Shelton | ||
Apr 26, 2016 at 13:57 | comment | added | DMGregory♦ | I don't see any methods of the Unity Time class that execute a custom recurring event. You can of course compare against the current time or accumulate deltaTime until some threshold, but then we're back in the Update situation, writing code whose job it is to say "I have nothing to do yet" instead of letting the engine handle that scheduling for us. In any case, this is starting to sound like a different question. If the above doesn't cover what you need, then try writing up the method you want to ask about and posting it as a new question. | |
Apr 26, 2016 at 13:51 | comment | added | Xavier James Shelton | Haha im sorry im an android developer but I meant time.deltatime (time class) | |
Apr 26, 2016 at 13:49 | comment | added | DMGregory♦ | I'm not familiar with a context in which a counter does the same thing as these three methods, although one could use an integer variable as a counter to control the number of spawns in any of the three. Maybe there's another definition of "counter" you're referring to? | |
Apr 26, 2016 at 13:43 | comment | added | Xavier James Shelton | thank you this is very helpful. I saw something about using a counter as well. Would a coroutine be better than a counter also? | |
Apr 26, 2016 at 13:41 | history | edited | DMGregory♦ | CC BY-SA 3.0 |
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Apr 26, 2016 at 13:30 | history | answered | DMGregory♦ | CC BY-SA 3.0 |