Everyday Unity – Telegram
Everyday Unity
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A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting
Website: https://gamedev.center

Most used tags are:
#performance
#shader
#interview

Author: @alexmtr
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Save Memory on Disabled GameObjects using Addressables. Can be quite handy when you are running low on memory, but loading/unloading assets is a lot slower than just enabling/disabling hierarchies.

https://thegamedev.guru/unity-addressables/save-memory-ondisable/

#memory #optimization
'Witcher 3' on the Nintendo Switch: CPU & Memory Optimization

Hardcore Witcher 3 optimization for Switch.
A lot of old and new games are ported to Nintendo Switch; this talk will show that Switch is a capable platform that can run even the most demanding today's games with little loss in fidelity. We describe in detail CPU, Memory and Build size optimizations and tradeoffs we made during the development of Switch version of Witcher 3: The Wild Hunt.

https://www.gdcvault.com/play/1026635/-Witcher-3-on-the

#switch #optimization #cpu #gpu #memory
Reading Google Sheets

Basic article how to get data from Google Sheets. Can be used for localization for example.

https://connect.unity.com/p/reading-google-sheets

#google #sheets
Enable the Prebake Collision Meshes option in Player Settings, where possible, to
generate the runtime physics mesh data at build time. Otherwise, this data is generated
at runtime when an asset is loaded, and content with many physics meshes can incur a
high CPU cost on Unity’s Main thread during generation.

#physics #tips
Mesh colliders can be expensive, so substitute more complex mesh colliders with one
or more simpler primitive types, as required, to approximate the original shape.

#physics #tips