Hello everyone, I’m looking for general input on which (if either) of my two current implementations below is superior (from a performance standpoint and from a “best practices” standpoint).
My Situation:
I’ve got a pooled decal system setup, and when a decal is needed it attaches itself to the object that needs the decal. The catch is, when these objects that need decals are destroyed/recycled, I need the decals to go back to a “default state” to be ready for further use. I have two main implementations that I have thought of so far:
A) Using Events:
-Here, a decal simply gets a reference to the objects unique ID. When that object is destroyed, it sends an event using its unique id as a parameter, and all decals check against it. If it is the same, the decals reset themselves.
-The pros to me are that it is very simple, but I’m concerned that with many decals (lets say 100) in the scene, it could cause performance spikes when every decal receives the event.
B) Object Record Keeping:
-Here, each object keeps a dictionary of how many decal scripts are on it. When the object is destroyed it first goes through this list, calling a reset method on each decal.
-The pros is that when an object is destroyed, only relevant decals are called. However, this creates a need for both objects to keep track of what decals they have (though that is easy enough), and for the decals to keep track of the status of themselves / the object they are going onto so they can add/remove themselves correctly (don’t remove themselves from objects that they aren’t on, don’t add themselves to objects they are already on, etc).
Any ideas are appreciated, thank you for reading.