Simplify Your Life With Unity Mesh Simplifier
Lose those extra vertices you don't need from your meshes and make the life of your GPU a bit easier.
Practical articles on CPU, GPU, memory and engineering process optimization.
Lose those extra vertices you don't need from your meshes and make the life of your GPU a bit easier.
Look at this flag almost everybody ignores… it will give you a few milliseconds of CPU performance for free: Unity Physics AutoSyncTransforms
I know, devs will tell you not to use exceptions. But if you must, here's how to throw them as expressions in C# 7
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