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A question about actionlists.

Hi! I'm not sure if this is the right place to post this or if the question itself is "dumb", so I apologize in advance if so.
I'm fairly new to AC but I have been having a lot of fun with it, finding new things and actions all the time and it's really a joy using it. However there are some things that I can't "test" for myself, hence why I'm asking here:

  • In the game I have an actionlist that is running basically all the time, but with several 'wait'-actions so not constantly, and depending on what the player does it 'kills' the actionlist and runs another. Now I'm wondering if it's better to use only one actionlist with many actions within it, or jump between multiple ones but with fewer actions in them?
    I'm thinking performance and engine wise, or will the difference be so small that it doesn't really make no difference at all?

I hope I described my question well enough.
Thanks!

Comments

  • Welcome to the community, @Jompi.

    There shouldn't be a noticeable difference between the two - when the game is running. There is a chance of performance hits when viewing (very) many Actions at once in the Editor - but this won't affect playmode / builds.

    I would recommend breaking longer ActionLists up into smaller ones by purpose/function, however, purely from an organisation perspective.

    If you really want to squeeze max performance out of the case where you have many Actions separated with delays, one option would be to instead rely on a Unity Timeline, that uses signals to trigger individual ActionLists along it. Instead of killing the ActionList when the Player does something, you'd then just need to pause the Timeline.

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