over 5 years
ago -
DanReed-11233
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We’re definitely open to adding more events. With regards to efficiency, we use a system of dependencies internally to know when a condition changes. To use your crouching example, if the player isn’t actively toggling between crouched and uncrouched, then there is zero CPU cost to your condition. Of course, if your condition involves something continuous (like a position changing), then we have no choice but to evaluate that condition repeatedly.