Breaking the Rules of Unity Garbage Collection
What happens when memory allocations go out of hands, they are out of your control and you have to ship a game?
Practical articles on CPU, GPU, memory and engineering process optimization.
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.
If you plan on jumping into Unity Addressables Pooling, be careful. You better make sure the pool is not empty.
You've seen the potential benefits of Addressables and you want to give it a shot in your game. But there're so many possibilities! Where to start with your Unity Addressables Migration? Here's an option for you: Music.
You spend infinite amount of time optimizing your Unity UI. But, all it takes to really screw up performance is a sneaky modification on a tiny attribute of an almost invisible Canvas UI element. And when that happens, not even Unity UI Profiling will save you from dropping frames. Are you ready...
Players want to play. They don't want to wait. Help them buying your game by reducing its download size with Unity Addressables Hosting. And a year later? You offer them a DLC based on, guess, Addressables.