Unity OVRInput.Get() caching for performance?
In Unity, I normally cache any GetComponent() if I plan on using it within the Update(). Is the OVRInput.Get similar? Everyone online seems to just put code like OVRInput.Get(OVRInput.RawButton.X) directly in Update() and even inside their IF statements. Is this the recommended method for performance? Is the OVRManager handling everything and I just need to call the OVRInput.Get and not worry about it. What about if I am using that OVRInput.Get in multiple if statements in my script? Should I assign the OVRInput.Get as a boolean at the beginning of the Update() and then use that in my script or would that only really help readability but not have an impact on performance?
Thanks!
