What's Hiding In Your Unity Asset Bundles?
Did you know Unity can silently duplicate your assets in your bundles? Avoid this and wasting more money in CDNs with the Unity Asset Bundle Browser.
Practical articles on CPU, GPU, memory and engineering process optimization.
Did you know Unity can silently duplicate your assets in your bundles? Avoid this and wasting more money in CDNs with the Unity Asset Bundle Browser.
Is your game rendering more geometry than your GPU can handle? Here, let me show you a few steps to check if your geometry is causing a performance bottleneck on your players' GPU.
What's going on with The Gamedev Guru? What can you expect in the upcoming months in the game performance scene? Let's see what I have planned for you...
With so much content out there, you might be confused about where to start learning Unity addressables. To help you there, here's a list of resources to help you learn Unity addressables in 2020+
Increase your programming productivity by learning how to use the improved version of Unity C# Tuples that came along C# 7.0.
How do you return multiple values from your functions? If you're using Unity C# Out Parameters, see how much they improved in C# 7.0 here.
A single thing has killed the GPU performance of thousands of mobile games: the famous Unity Overdraw. Do you know what overdraw is doing to you?
Do you know when exactly Unity releases the memory your game assets take? Most game developers wrongly assume "when you stop using them" (whatever using means). This assumption might unpredictably have negative consequences... so let's find out.
The Unity Profiler will give you misleading results for a very specific reason. Let's see how to be more accurate using the new Unity Profile Analyzer.
How would it feel to hold a 1000-page calculus book for two hours? That's how your computer is probably feeling with your TextAssets. Let's make it comfy for your games with Addressables.
How would you cut your content update iteration times by 10x? You know, these 5+ days you may spend to ship a new build with updated game assets. Let's see how to improve these times with addressables and PlayFab.
Here's a question for those of you who develop for Oculus VR... How much do you really know about the Oculus CPU and GPU hardware levels? Let's see what these hardware levels are doing to your game.