Skip to content

[Informative]: expensiveness of communication #591

Open
@WouterVandenputte

Description

@WouterVandenputte

I have been taking a look at how sending messages from Unity to Flutter works.

AndroidJavaClass jc = new AndroidJavaClass("com.xraph.plugin.flutter_unity_widget.UnityPlayerUtils"); jc.CallStatic("onUnityMessage", message);

We see a new class is created and a method called on it.
The question now is, how expensive is this?

Consider a use case where the Unity partwants to send a message to the Flutter part every single frame as to keep the Flutter UI notified on the current Unity view. E.g. we have a cube in Unity and we want Flutter to display a text above it so we se send the x,y and z coordinates of the cube every single frame.

Is this something that is discouraged?
How much impact would that have?
Would it be a major optimization or a minor optimization to not instantiate a new AndroidJavaClass every message but rather have only one static instance such that it can be reused?
Is the size of serialiazed message a contributing factor of performance for communication? (I know it will be for (de)serialization))

Metadata

Metadata

Assignees

No one assigned

    Labels

    wontfixThis will not be worked on

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions