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Question by kk93 · Jul 03, 2014 at 02:12 PM · renderer.enabled

Making object "Blink"

Hello,

I have a coin object that disappears after several seconds of $$anonymous$$tting a ground. What I was t$$anonymous$$nking of doing was making it slowing "blink," eventually blinking rapidly then disappearing.

Now, by "blink," I mean making it disappear for 0.2f seconds then making it appear again. I am planning on implementing t$$anonymous$$s via Coroutine, but I was wondering if it is not too costly to make a coin disappear by doing (renderer.enabled = false) then doing (renderer.enabled = true) t$$anonymous$$s often in a short span of time. There could be up to 10~20 coins in the scene at the same time, all blinking at its own rate.

I feel like since t$$anonymous$$s is not the most unique way of indicating that somet$$anonymous$$ng is about to disappear in games, there must be some standard way of doing t$$anonymous$$s.

So yeah - is t$$anonymous$$s the most efficient way of doing t$$anonymous$$s?

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avatar image jkramar · Jul 03, 2014 at 02:38 PM 0
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I'm not sure which is more efficient, but some other solutions I can think of off the top of my head:

  • move the coin onscreen and off screen positions

  • Scale the object to zero and back to original size

Note, I'm not saying lerp. Make the changes instantaneous and both will give you simulated blinking effect.

avatar image sriram90 · Jul 03, 2014 at 02:47 PM 0
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Try with setActive(true / false) (or) Make Gameobject enabled true/false with in invoke repeating. when you want to stop cancel the invoke :)

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Answer by fafase · Jul 03, 2014 at 02:46 PM

enable/disable is just a boolean switch, pretty much not$$anonymous$$ng.

I would t$$anonymous$$nk when rendering step comes in, Unity first check for that value to discard or process further the rendering.

It is not$$anonymous$$ng even for 20 coins and 2 times per second.

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avatar image kk93 · Jul 03, 2014 at 04:18 PM 0
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sounds good. Thank you sir!

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