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Answer by ThePersister

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That's perfectly fine for as far as I know, just be careful with using .transform in Updates. You probably know GetComponent() is heavier on the system than things with variables, right? Well, .transform is also actually a GetComponent() in disguise. So you should consider storing the transform in a variable and then using that. Which ends up in: Transform mCameraMainTrans; void Start() { mCameraMainTrans = Camera.main.transform; } void Update() { mCameraMainTrans.position = Vector3.Lerp(mCameraMainTrans.position, head.position, cameraSlerpPositionSpeed * Time.deltaTime); mCameraMainTrans.rotation = Quaternion.Lerp(mCameraMainTrans.rotation, head.rotation, cameraSlerpRotationSpeed * Time.deltaTime); } So yea, for as far as I know it's pretty valid. However I'd be englightened if told otherwise by a more experienced Unity Programmer, so I'm only 90% sure :) Also, I've surely seen algorithmic structures that go far far far beyond this and still work out perfectly fine, so you should be fine either way ;) If you like my answer enough, you can accept it, I'd appreciate it :)

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