Doesn’t calling “InteractWithMovement” and “InteractWithCombat” methods in the update cause performance problems in the future when there is more going on? Is there a more economical way to do this?
To get cursor affordances (where the cursor changes depending on context), we’re pretty much stuck with the update loop. For a mobile game, where cursors aren’t really a thing, you could make these checks event driven, firing only when the screen was touched.
In terms of performance hits, even when we start adding other things to click on, we’ll be introducting a way to get every component possible to interact with (combat, pickups, etc) into one raycast. It will still be two raycasts (mover will always be separate), but it won’t get longer.
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