Our website uses cookies to enhance your browsing experience.
Accept
to the top
close form

Fill out the form in 2 simple steps below:

Your contact information:

Step 1
Congratulations! This is your promo code!

Desired license type:

Step 2
Team license
Enterprise license
** By clicking this button you agree to our Privacy Policy statement
close form
Request our prices
New License
License Renewal
--Select currency--
USD
EUR
* By clicking this button you agree to our Privacy Policy statement

close form
Free PVS‑Studio license for Microsoft MVP specialists
* By clicking this button you agree to our Privacy Policy statement

close form
To get the licence for your open-source project, please fill out this form
* By clicking this button you agree to our Privacy Policy statement

close form
I am interested to try it on the platforms:
* By clicking this button you agree to our Privacy Policy statement

close form
check circle
Message submitted.

Your message has been sent. We will email you at


If you do not see the email in your inbox, please check if it is filtered to one of the following folders:

  • Promotion
  • Updates
  • Spam

Webinar: Parsing C++ - 10.10

>
>
>
V4006. Unity Engine. Multiple operation…
menu mobile close menu
Analyzer diagnostics
General Analysis (C++)
General Analysis (C#)
General Analysis (Java)
Micro-Optimizations (C++)
Diagnosis of 64-bit errors (Viva64, C++)
Customer specific requests (C++)
MISRA errors
AUTOSAR errors
OWASP errors (C#)
Problems related to code analyzer
Additional information
toggle menu Contents

V4006. Unity Engine. Multiple operations between complex and numeric values. Prioritizing operations between numeric values can optimize execution time.

Sep 18 2024

The analyzer has detected an opportunity to optimize a mathematical operation, which can enhance performance if the operation is performed frequently.

Look at the synthetic example:

[SerializedField] float _speed;

void Update()
{
  ....
  Vector3 input = ....;
  var move = input * _speed * Time.deltaTime;
  ....
}

In the 'Update' method, the value of the 'move' variable, which is a displacement vector of a character per one frame, is calculated. This calculation involves six multiplication operations because when 'Vector3' is multiplied by a number, each of its three components (x, y, z) is multiplied by the same number. The number of 'Update' calls is not constant, it depends on the frame rate per second. Let's say that in our case, on average, this method is called 60 times per second. Then, it would take 60 * 6 = 360 operations per second just to calculate the displacement.

You can reduce this value by multiplying the simple numbers with each other and then multiplying the result by the vector:

var move = input * (_speed * Time.deltaTime);

Now, for a single displacement calculation, four multiplication operations are performed in one 'Update' call. That is 240 operations per second.

Note that the more simple numbers are included in such an expression, the more noticeable is the effect of the optimization.