Unity Performance: CPU Slicing Secrets
When you don't have low-hanging fruits to optimize in Unity, you might need to resort to the CPU Slicing technique.
Practical articles on CPU, GPU, memory and engineering process optimization.
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
What happens when memory allocations go out of hands, they are out of your control and you have to ship a game?
Do you have a Christmas present for your players? Well, just make sure it's not a memory crash. Those happen when greedily using countless assets from the store. Don't dump the assets, just adopt a clever strategy with Unity Addressables Prefabs.
Videos are crucial elements for high caliber games, but they feed on storage space and download times. No problem, Unity Addressables for Videos comes to the rescue.
It's Christmas time. More than ever, I feel like cutting my content update iteration times by 90%. Do this by allowing your players to download your content on demand. Here's how you do this with Unity Addressables CDN.
Discover why Bobby and Lupino decided to use Addressables in Unity and why you should consider that too.
1 core, 2 cores, 4 cores, 8 cores, 16 cores! Who's got more? The more cores, the better. The Unity Job System will squeeze them all, right? Yeah, probably. But what if Unity was over-milking your CPU? Would that be a problem?
Your unity scene hierarchy is reducing the performance of your game. That we knew from last post. But what can you do about it? Let's find out.
You've optimized all of the low-hanging fruits of your game. Except that you didn't. You missed a sneaky, non-so-obvious spot: optimizing your Unity Scene Hierarchy.