private int _rotationSpeed = 90; //degrees per second = 4 seconds for a revolution void Update() { //Since deltaTime is the elapsed time since the last frame, //let’s assume its one second. 1 * 90 = 90 degrees per second. //Simple, right? Rotate’s parameters is (x,y,z, coordinate system) transform.Rotate(0, _rotationSpeed * Time.deltaTime, 0, Space.World); }Voila - A spinning object!
There is however a basic optimization we can do here. Even though it seems that this is pretty simple, we can cache our transform. This prevents having to cross over from the 'managed' type of code that c#/mono/.net provides across boundaries into the native code from the c++ based engine that Unity wrote. This type of transition is slow so we can optimize it a little bit as follows by getting a reference to it upon start which is then stored in our c# code. We can then access it without having to do an extra hop into the native c++ code that the Unity engine runs on.
private int _rotationSpeed = 90; //degrees per second = 4 seconds for a revolution private Transform _transform; void Start() { //cache the transform in our managed code side _transform = transform; } void Update() { //Since deltaTime is the elapsed time since the last frame, //let’s assume its one second. 1 * 90 = 90 degrees per second. //Simple, right? Rotate’s parameters is (x,y,z, coordinate system) _transform.Rotate(0, _rotationSpeed * Time.deltaTime, 0, Space.World); }
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