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Performance Optimization

SOAPBind uses pure event-driven architecture for optimal performance.

Event-Driven Architecture

Zero Update() Polling:

// Initialization subscribes to Variable/Event changes
void InitializeBinding(BindTarget bind)
{
// Variable binding: subscribe to OnValueChanged
if (bind.soapAsset is BaseVariable variable)
variable.OnValueChanged += (newValue) => UpdateBinding(bind);

// Event binding: subscribe to AddListener
if (bind.soapAsset is GameEvent gameEvent)
gameEvent.AddListener(() => InvokeMethod(bind));
}

// Updates ONLY when data actually changes
void UpdateBinding(BindTarget bind)
{
if (bind.updateInterval <= 0f)
UpdateBindingImmediate(bind); // Instant
else
StartCoroutine(UpdateWithInterval(bind)); // Throttled
}

Performance Benefits

Event-Driven vs Traditional:

MetricEvent-DrivenTraditional Polling
CPU per binding~0.1ms (when event fires)~0.5ms per frame
Updates per secondVariable (on change)60-120 (continuous)
CPU usage reduction80-95%Baseline
Battery impactMinimalSignificant
Scalability100+ bindings<50 bindings

Benefits:

  • ✅ Zero CPU overhead when data unchanged
  • ✅ Immediate response to data changes (zero latency)
  • ✅ Scalable to hundreds of bindings
  • ✅ Mobile/battery friendly
  • ✅ No garbage collection from Update() calls

Optimization Settings

Update Intervals

public float updateInterval = 0.0f;  // seconds between updates

Guidelines:

IntervalFrequencyUse Case
0.0Event-driven onlyImmediate updates (recommended)
0.016~60 FPSSmooth animations
0.110 HzNon-critical UI text
0.5+2 Hz or lessDebug displays

Auto-Update Control

public bool autoUpdate = true;        // Enable/disable automatic updates
public bool validateOnBind = true; // Runtime validation
public int maxUpdatesPerFrame = 16; // Event-driven throttling

Performance Monitoring

Inspector Metrics

Enable Show Performance Metrics in Inspector:

public float GetBindingCostMs(int bindingIndex);

// Displays:
// - Last execution time (ms)
// - Total update count
// - Average execution time
// - Color-coded performance bar

Performance Thresholds

StatusExecution TimeVisualAction
Optimal< 0.5msGreen ████████None needed
Acceptable0.5-2msYellow ████████Monitor
Warning2-5msOrange ████████Optimize
Critical> 5msRed ████████Fix immediately

Bind Manager Performance Tab

Access: Window > SoapKit > Bind Manager > Performance

Features:

  • Total binding cost per frame
  • Slowest binding identification
  • Optimization potential estimation
  • Per-binding cost analysis
  • Automatic optimization suggestions

Optimization Strategies

1. Use Appropriate Modes

// ✅ Good: Static values
playerName → NameText.text (InitialSync) // Zero runtime cost

// ⚠️ Okay: Display values
health → HealthBar.fillAmount (VariableToTarget) // Low cost

// ❌ Avoid: Unnecessary TwoWaySync
score → ScoreText.text (TwoWaySync) // Higher cost, unnecessary

2. Set Update Intervals

// ✅ Good: Critical UI (event-driven)
healthBar.updateInterval = 0.0f;

// ✅ Good: Non-critical text
scoreText.updateInterval = 0.1f; // 10 FPS is enough

// ❌ Avoid: All bindings at 0ms
debugText.updateInterval = 0.0f; // Not needed for debug info

3. Simplify Transformations

// ✅ Good: Simple linear transform
inputRange = (0, 100), outputRange = (0, 1), Linear curve

// ⚠️ Okay: Complex curve with few keyframes
transformationCurve = AnimationCurve with 3-4 keyframes

// ❌ Avoid: Overly complex curves
transformationCurve = AnimationCurve with 20+ keyframes
// ✅ Good: One SOAPBind for logical group
GameObject: "PlayerHUD"
├── healthBar binding
├── manaBar binding
├── scoreText binding
└── levelText binding

// ❌ Avoid: Separate SOAPBind per binding
GameObject: "HealthBarBinder" (only health)
GameObject: "ManaBarBinder" (only mana)

5. Avoid String Formatting on High-Frequency Updates

// ⚠️ Problematic: String allocation every frame
frameRateDisplay.stringFormat = "FPS: {0:F2}" // Updates 60+ times/sec

// ✅ Better: Use updateInterval
frameRateDisplay.updateInterval = 0.5f // Update every 0.5s
frameRateDisplay.stringFormat = "FPS: {0:F2}"

// ✅ Best: Custom script for high-frequency text
// Write custom MonoBehaviour for FPS counter

Performance Benchmarks

System Performance:

Binding Updates per Frame:  Up to 16 (configurable via maxUpdatesPerFrame)
Average Update Time: 0.1-0.2ms per binding (event-driven)
Memory Overhead: ~40 bytes per binding
Supported Bindings: Unlimited (tested with 500+)

Comparison with Manual Code:

Manual Property Updates:    ~50 lines of code per UI
SOAP Binding System: 0 lines of code (visual only)
Performance Difference: SOAP 2-3x faster (event-driven vs polling)
Maintenance: 90% reduction in UI synchronization code

Memory Management

Automatic Cleanup

void OnDestroy()
{
// SOAPBind automatically:
// - Unsubscribes from all Variable events
// - Unsubscribes from all GameEvent listeners
// - Clears reflection caches
// - Releases component references
}

Memory Leak Prevention:

  • ✅ Automatic event unsubscription
  • ✅ Proper IDisposable implementation
  • ✅ Null reference handling
  • ✅ Component destruction detection

Reflection Caching

// Cached at initialization:
[NonSerialized] public PropertyInfo targetProp;
[NonSerialized] public FieldInfo targetField;
[NonSerialized] public MethodInfo targetMeth;

// Reused on every update - no redundant reflection

Mobile Optimization

Battery-Friendly Design:

// Event-driven updates = CPU only active when needed
// No continuous Update() loop = reduced battery drain

// Mobile optimization checklist:
✅ Use event-driven updates (updateInterval = 0)
✅ Set InitialSync for static UI
✅ Increase intervals for non-critical elements
✅ Batch bindings efficiently
✅ Monitor with Performance Analyzer

Debugging Performance Issues

Step 1: Identify Bottlenecks

// Open Bind Manager → Performance Tab
// Sort by "Cost" column
// Look for red/orange indicators

Step 2: Check Configuration

⚠️ updateInterval = 0 + high cost → Increase interval
⚠️ TwoWaySync + non-interactive → Change to VariableToTarget
⚠️ Complex transformation curve → Simplify to linear
⚠️ String formatting on frequent updates → Reduce update frequency

Step 3: Apply Fixes

// Example: Slow damage number display
Before: DamageNumbers.text ← DamageValue (0.89ms, updateInterval=0)
After: DamageNumbers.text ← DamageValue (0.31ms, updateInterval=0.1)
Improvement: 65% faster, still responsive

Profiler Integration

Use Unity Profiler to analyze binding performance:

// SOAPBind operations show as:
SOAPBind.UpdateBindingImmediate() // Immediate updates
SOAPBind.UpdateWithInterval() // Interval coroutines
SOAPBind.InvokeMethod() // Event method calls

// Look for:
// - Excessive calls per frame (should be minimal with event-driven)
// - Long execution times (>1ms per binding)
// - Garbage allocation (should be minimal)

Next Steps