Performance: Client-server architecture
HIGH IMPACT
This affects how quickly the game communicates with the server and updates the game state, impacting responsiveness and load times.
void Start() {
InvokeRepeating(nameof(FetchPlayerDataFromServer), 0f, 5f);
}
IEnumerator FetchPlayerDataFromServer() {
using (UnityWebRequest request = UnityWebRequest.Get("https://gameapi.com/playerdata")) {
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success) {
ProcessData(request.downloadHandler.text);
}
}
}void Update() {
StartCoroutine(FetchPlayerDataFromServer());
}
IEnumerator FetchPlayerDataFromServer() {
using (UnityWebRequest request = UnityWebRequest.Get("https://gameapi.com/playerdata")) {
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success) {
ProcessData(request.downloadHandler.text);
}
}
}| Pattern | Network Requests | Frame Drops | Input Delay | Verdict |
|---|---|---|---|---|
| Request every frame | 100+ per second | High | High | [X] Bad |
| Request every 5 seconds | 0.2 per second | Low | Low | [OK] Good |