EnableActivate Parent vs script

Post » Wed Oct 23, 2013 8:24 am

I was just wondering if it's better/faster/more efficient to use enable/activate parent instead of enabling/activating individual items by script.

Obviously this is provided you don't need to fade-in or anything that can't be done through parenting.

I just made a script that passes in several objectReferences properties to enable/disable and a couple of activates. It works fine, but then it occurred to me that I could have just passed in 2 object references - 1 to enable and one to disable, and then do all the rest through parenting. This would simplify the script, reducing it's number of properties (does this matter?), but whenever I look at an example by Beth they never seem to take the parent approach.

Is there a difference? I mean in-game performance-wise, or is it purely a matter of programming preference.

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