Last but not least, OnUpdate is a very frequent cause of savegames bloat and general bugs, forcing the user to abandon their current game and restart a new one. This occurs when the OnUpdate handler takes more time to run than the update interval it was registered with. The result is that new calls are queued faster than they are processed, preventing other scripts to run, consuming increasing memory and can lead to savegames as large as one gigabyte! Unfortunately, since almost every call to a native function suspends a function's execution for one whole frame, the phenomenon is bound to happen if the handler contains more native calls than the number of frames between each handler's call
The part in Bold is what I am interested in. Specifically, what IS a Native Function?
My script upses a lot of .SetValue() and .GetValue() for various things, with 5-6 Scripts (right now) tracking and updating them. Will this have that sort of slowdown, and how concerned should I be?
I know this is related to RegisterForUpdate and I am using RegisterForSingleUpdate, so the long-queue shouldn't matter, btu what I am concerned about is it affecting the running-time of my Script.