Creating a custom Update() layer

Earlier in this chapter, in the Update, coroutines, and InvokeRepeating section, we discussed the relative pros and cons of using these Unity Engine features as a means of avoiding excessive CPU workload during most of our frames. Regardless of which of these approaches we might adopt, there is an additional risk of having lots of MonoBehaviours written to periodically call some function, which is having too many methods triggering in the same frame simultaneously.

Imagine thousands of MonoBehaviours that initialized together at the start of a scene, each starting a coroutine at the same time that will process their AI tasks every 500 milliseconds. It is highly likely that they would all trigger within the ...

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