Can the order of conditions in an action affect performance? Intuition tells me they can, but I don’t know enough about the inner workings of the platform to know if this is actually true. For example:
The variable TabSpeed of Banner = 0
The timer “TabCorrection” is greater than 0.2 seconds
(with corresponding action to Reset the timer “TabCorrection”)
This way around, I presume every single frame two variables have to be tested (the variable and the timer). Put them the other way around, one variable has to be tested every 0.2 seconds (the timer). So the other way around is better? Or perhaps you’re doing something clever so that no code actually gets fired until the variable changes value, which would be very cool.
Another example:
The cursor/touch is on Valves
Touch or Left mouse button is down
This way around the game engine has to determine every frame whether the cursor is over a particular sprite regardless of whether or not the mouse button is pressed. Put them the other way around and then it doesn’t have to figure out where the cursor is in relation to this sprite if the mouse button is not pressed and in a game where the mouse button is released more often than it is pressed would be of benefit, right or wrong?