using expensive algorithms bc *sorry but it's easy and im stupid* boxing value- typed variables gameObject. SendMessage(); framerate dropped to 20 fps not caching anything Component GetComponent (string)>>> Component GetComponent(Type type) object pooling who Never used Profiler GetComponent() in Update Unity crashed Never heard of Memory profiler or frame debugger copypasted code bc no idea how to merge them in one case Empty Update() or Start() having virtual functions without overwriting Raycast Raycast Raycast Raycast RaycastAll passing structs by value using expensive algorithms bc *sorry but it's easy and im stupid* boxing value- typed variables gameObject. SendMessage(); framerate dropped to 20 fps not caching anything Component GetComponent (string)>>> Component GetComponent(Type type) object pooling who Never used Profiler GetComponent() in Update Unity crashed Never heard of Memory profiler or frame debugger copypasted code bc no idea how to merge them in one case Empty Update() or Start() having virtual functions without overwriting Raycast Raycast Raycast Raycast RaycastAll passing structs by value
(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.
using expensive algorithms bc *sorry but it's easy and im stupid*
boxing value-typed variables
gameObject.
SendMessage();
framerate dropped to 20 fps
not caching anything
Component GetComponent
(string)>>> Component GetComponent(Type type)
object pooling who
Never used Profiler
GetComponent() in Update
Unity crashed
Never heard of Memory profiler or frame debugger
copypasted code bc no idea how to merge them in one case
Empty Update() or Start()
having virtual functions without overwriting
Raycast
Raycast
Raycast
Raycast
RaycastAll
passing structs by value