Unity C#: Tuples — Improved (C# 7.0)
Increase your programming productivity by learning how to use the improved version of Unity C# Tuples that came along C# 7.0.
Practical articles on CPU, GPU, memory and engineering process optimization.
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.
When you don't have low-hanging fruits to optimize in Unity, you might need to resort to the CPU Slicing technique.
Take this Unity Performance Checklist for Unity that I've been writing over the years and use it in your current and future projects to avoid bottlenecks.
Upset at Unity's greedy behaviour? Stop this engine from stealing your memory on disabled game objects
Here's how you should select the compression settings for your Unity Addressable Groups and Asset Bundles to reduce wasted performance and storage cost