Unity Addressables & SpriteAtlas: How to Efficiently Use Sprites
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.
Practical articles on CPU, GPU, memory and engineering process optimization.
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.
In this post, you will show you how to use the experimental Unity Memory Profiler package to find exactly where you are wasting memory on your game.
So you know your game is heavy on the GPU and you're ready to optimize it. But wait, where exactly do YOU start optimizing? Do you know which parts of your scene are causing your GPU performance bottlenecks? Well, I have a tool to help you with Unity GPU Performance profiling: RenderDoc.
In this post, I'll show you how to know if your game performance is suffering from too many Unity draw calls and what to do about it.
I've been frustrated to see how much useless repetition I had in my C# conditionals and switches, but I knew programmers could do better. In this post, I'll show you how to make your code more concise with Unity C# Pattern Matching (C# 7.0)