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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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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
Consider disabling the Auto Sync Transforms option,
which was enabled by default after its introduction in
Unity 2017, in order to preserve backward compatibility.
It ensures that any modification of any transform will
be automatically and immediately synchronized to its
underlying Physics object. However, in many cases
it is not essential that this be done until the point at
which the Physics simulation is stepped, yet may take
noticeable CPU time during a frame. Disabling the
option will defer synchronization to a later point but may
well save CPU time overall.

#physics #tips
If you are using collision callbacks, enable the Reuse
Collision Callbacks option. This will avoid managed
allocations on each callback by reusing a single internal
Collision object during callbacks, rather than creating
a new one for each callback. As well, when using
callbacks, be mindful of doing complex work during
them, as this can really add up in heavy scenes with a
lot of collision events. Adding Unity Profiler markers to
your callbacks will make them visible and easier to track
down should they become a performance problem.

#physics #tips