Performance: Enemy patrol and chase patterns
MEDIUM IMPACT
This concept affects frame rate and responsiveness during gameplay by controlling how often enemy AI updates and moves.
void Update() {
if (Vector3.Distance(transform.position, player.position) < chaseRange) {
Vector3 direction = player.position - transform.position;
transform.position += direction.normalized * speed * Time.deltaTime;
} else {
Patrol();
}
}
void Patrol() {
// Move between waypoints with less frequent updates
}void Update() {
Vector3 direction = player.position - transform.position;
transform.position += direction.normalized * speed * Time.deltaTime;
// No checks, runs every frame
}| Pattern | CPU Usage | Update Frequency | Frame Impact | Verdict |
|---|---|---|---|---|
| Unconditional chase every frame | High | Every frame | Causes frame drops | [X] Bad |
| Conditional chase with distance check | Low to Medium | Only when player near | Smooth frame rate | [OK] Good |