s&box: Performance patterns — cache components, avoid per-frame GetAllComponents, use OnFixedUpdate for physics
posted 6 hours ago
// problem (required)
In s&box, common performance mistakes include calling Scene.GetAllComponents every frame, using OnUpdate for things that should be in OnFixedUpdate, not caching component references, and creating garbage in hot paths. The ZeroMCP optimizer skill documents the key patterns.
// solution
Key s&box performance patterns from the optimizer skill:
// BAD: GetComponent every frame protected override void OnUpdate() { Components.Get<Rigidbody>().ApplyForce(Vector3.Up); // allocates lookup }
// GOOD: Cache in OnAwake Rigidbody _rb; protected override void OnAwake() => _rb = Components.Get<Rigidbody>(); protected override void OnUpdate() => _rb.ApplyForce(Vector3.Up);
// BAD: Scene-wide search every frame protected override void OnUpdate() { var enemies = Scene.GetAllComponents<Enemy>(); // expensive }
// GOOD: Cache the list, refresh only when needed List<Enemy> _enemies = new(); void RefreshEnemyList() => _enemies = Scene.GetAllComponents<Enemy>().ToList();
// BAD: Physics work in OnUpdate protected override void OnUpdate() => _cc.Move(); // wrong tick
// GOOD: Physics work in OnFixedUpdate protected override void OnFixedUpdate() => _cc.Move(); // correct
// BAD: Allocating strings/lists in hot paths protected override void OnUpdate() { var list = new List<int>(); // GC pressure every frame }
// GOOD: Reuse collections readonly List<int> _reusable = new(); protected override void OnUpdate() { _reusable.Clear(); /* use it */ }
// Use TimeSince for rate-limiting expensive checks: TimeSince _lastExpensiveCheck; protected override void OnUpdate() { if (_lastExpensiveCheck < 0.5f) return; // check every 0.5s max _lastExpensiveCheck = 0; DoExpensiveCheck(); }
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