Sometimes I see code that uses a new allocation to set a Unity Vector2/3 with new values instead of Set(), unless I'm missing some setting of the compiler magically replacing that instruction with something else this is a very unoptimized way of doing so.
@djlink oh, because it might end up creating a vector first and then copying it?
I kind of assumed the compiler could optimise that, but maybe not?
I didn't know that function existed, so thanks for the tip!