The Gamedev Guru's Birthday Party
Hey, I'm pretty bad at singing the happy birthday song. Will you help me out?
Practical articles on CPU, GPU, memory and engineering process optimization.
Hey, I'm pretty bad at singing the happy birthday song. Will you help me out?
Should you choose tight-fit or full-rect for your sprites in Unity? In this post, you will learn the difference between these two mesh types.
If you want smoother gameplay in your Android game, then this post is for you. Let's see how Unity Optimized Frame Pace can help you.
Read code faster by writing less verbose code with C# 7 Expression-Bodied Members
Are you using Unity SpriteAtlas for efficient sprites and UI Images? If so, be careful with its nasty memory side effects. Use Addressables to combat these.
When choosing your next shader, you need to strike the balance between your dream visuals and the performance you take away. But how much performance do your shaders steal? Today, I'll give you handy tables so you can see the performance cost of the commonly used Unity shaders.
How to profile and work on the editor at the same time without affecting your results with the Unity Standalone Profiler
How C# 7.0 brought you some tasty candy with C# Local Functions
Discover this neat memory map visualization mode to understand the memory layout of your game
In this post, you will learn how to analyze your unity shader complexity in numbers so your game can finally stop being fragment bound.
Today, I had the pleasure to interview Ian Deane, the developer behind Mesh Baker. This famous Unity asset lets you drastically reduce your draw calls so your game runs at substantially higher frame-rate. Let's see what he has to say.
In this article, I'll show you how to apply Unity C# 7.0: ref locals & returns to simplify your game code and make your programming intentions clear when dealing with C# value types.