Better IAP tools
It definitely speeds up prototyping. One place to setup everything, one place to get all data.
At what cost? All analytics goes to Unity 🙃
It definitely speeds up prototyping. One place to setup everything, one place to get all data.
At what cost? All analytics goes to Unity 🙃
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Using DOTS to Optimize GameObject Gameplay: A Case Study from Survival Kids
This talk provides a few examples from a real game showing how performance-intensive paths were optimized. As I've mentioned before, I love reading or watching these optimization stories from the "tech trenches," and I definitely recommend checking the recording later.
It covers a few techniques, including how to:
- Use Entities systems to update MonoBehaviors
- Do position checks effectively
- Use a Transform Access Array to update Transforms fast in worker threads
There were only 3 cases, but how the talk was delivered is at a super high level. Kudos to Andy for the excellent storytelling
This talk provides a few examples from a real game showing how performance-intensive paths were optimized. As I've mentioned before, I love reading or watching these optimization stories from the "tech trenches," and I definitely recommend checking the recording later.
It covers a few techniques, including how to:
- Use Entities systems to update MonoBehaviors
- Do position checks effectively
- Use a Transform Access Array to update Transforms fast in worker threads
There were only 3 cases, but how the talk was delivered is at a super high level. Kudos to Andy for the excellent storytelling
🔥16👍4
Sounds like the exactly same advice from the last year about shader variants and how to optimize it. Nicolas goes into more details how keywords and variants work
👍6🔥4
Everyday Unity
Sounds like the exactly same advice from the last year about shader variants and how to optimize it. Nicolas goes into more details how keywords and variants work
Use ifs in shaders instead of keywords. Profile it. It might be better for your case.
🔥6👍1
Everyday Unity
Sounds like the exactly same advice from the last year about shader variants and how to optimize it. Nicolas goes into more details how keywords and variants work
The final tip on shaders about how to check what goes into build
🔥6👍2