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Question by Sophistic_WaTer · Feb 16, 2016 at 04:10 AM · c#events

Recommended number of callbacks for UnityEvent?

Hello I just want to ask what's the recommended number of callbacks per frame for UnityEvent.

I'm planning something that may require a lot of callbacks per frame. Something like this for example.

alt text


But I worry about how it will perform on the long run. Right now this is the cost of those set of callbacks. alt text


The scene isn't complex at all, there's just some couple primitives then a capsule with a third person controller. I also want to say that I'm a beginner with optimization, but I think that is alarming and will surely get past 16.66ms with a complex scene (I'm trying to maintain 60FPS as early as possible to avoid headaches in the long run). Or if I'm wrong and someone can correct me about optimization then I would be much happier.

I also want to say that I used UnityEvents instead of the standard delegate because of it's editor capabilities. It's really nice that you can just drag an object, select a function or a member you'd like to modify, then set a value than doing it all by yourself via reflection.

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capture.png (17.4 kB)
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