Time class is an easy way to get the relative time. You can find the time since the app started with
Time.time or the time between frames with
Time.deltaTime. But what if you want to know the absolute time? You may need to display a clock to the user, send a timestamp over a network, or record when a game was saved. This is where
System.DateTime comes in. It’s powerful and offers so much functionality that it’s natural to worry about about how slow it’ll be. So today’s article puts it to the test to find out how much time is being spent in operations like
DateTime.Now which gets the current date and time. Is it quick enough that you shouldn’t worry? Read on to find out.
Posts Tagged performance
StrangeIoC is a library that can help you build your Unity app with a “pure code” approach. Today’s article addresses one common concern with using StrangeIoC- it uses a lot of reflection. As we know, that’s really slow in Unity. StrangeIoC tries to work around it by letting you control when the reflection takes place so you can put it on a loading screen or some other convenient place. Today’s article finds out just how slow the reflection is to determine if this is really a valid reason to not use StrangeIoC (or other dependency injection frameworks). Read on to find out!
System.Collections.List<T> is used everywhere in C# code. Except for very special cases, it’s the replacement for arrays, linked lists, queues, and most other one-dimensional data structures. This is because it has all kinds of extra functionality, including the ability to grow in size on-demand. Today’s article wonders about how much performance is lost to gain this convenience and tests the
List<T> class against the lowly C# array:
T. How much performance are you giving up with
List and why is that happening? Read on to find out!
One type of function was left out of Unity Function Performance: virtual functions. Functions in C# are non-virtual by default and you have to explicitly use the
override keywords to override them. Why not make this the default, like in AS3 or Java? Are virtual functions that much slower? Today’s article finds out! Should you be worried every time you make a function
What’s the fastest way to build a
string in C#? We have several options available to us.
string.Format() is a function built right in to the
string class., Concatenation (
"a" + "b") is a feature of the language itself! The
System.Text.StringBuilder class is a built in class with a name that makes it sound like it’s purpose-built for building strings. Today I pit these three against each other to find out just which one you should be using to build strings as quickly as possible.
The new IL2CPP scripting backend in Unity 4.6.2 and 5.0 is supposed to be much faster than the old Mono backend. I ran some benchmarks, but mostly found slowdowns compared to Mono. Today’s article shows the tests I ran, the results I got, and wonders why the IL2CPP version seems so slow. Perhaps one of you, dear readers, knows the reason why. Update: Part of the reason why has been discovered. Read on for updated results.
Which is the fastest kind of C# function in Unity? There are several to choose from: regular old instance methods, static methods, delegates, and lambdas. Is there any performance reason to choose one over the other? Today’s article answers just these questions by putting each type of function to the test. Read on to see which is fastest and which is slowest!
SQL-style LINQ queries are a concise, readable way of performing various tasks dealing with all kinds of collections. Surely all that convenience comes with a performance cost to it. How bad do you think it is? Today we’ll look at the cost of some basic LINQ queries (
Select) versus the equivalent non-LINQ code. We’ll also see how much slower both of them are compared to manually-written, traditional code that does away with all the flexibility. Read on to see the results!