Unity Optimization Tips
Kamran Noor
Unity Game Developer | XR Developer | C# | .NET | Unity 3D | Metaverse | AR/VR
Are you planning to optimize your game made with Unity and get the best performance? In this Complete Unity Optimization Guide, I will show you how to increase performance in Unity correctly, so your game will run fast & stable.
Here I will consider optimization tools provided by?Unity Game Engine?and also by Indie Developers (Publishers) in?Unity Asset Store?— Top Unity Assets (Tools) for
Unity Optimization
1 Main Optimization Cycle in Unity
2 Types of Performance Issues
2.1 Spikes
2.2 Every-frame costs
2.3 Loading Time
2.4 Memory Usage
Main Optimization Cycle in Unity
Unity Optimization refers to the process of making your game run better. Usually, the main reason for optimization is to make the gameplay smoother or to make the game more available to a wider audience so the game runs better on lower-end devices.
Optimization for the sake of optimization is a waste of time.
Types of Performance Issues
Spikes are mainly caused by complex calculations or difficult operations performed during a single frame. Annoying Spikes are a problem in high-intensity games which need a stable frame rate and high control over the game to feel good, such as?driving?or?shooting games?(FPS).
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Spikes of Garbage Collector
Every-frame costs
Loading Time
Loading time refers to how long the game takes to load. This includes the first load when the game is opened and loading that happens during runtime, for example between scenes.
While not usually a major issue, having extremely long loading times or having?loading screens?appear far too often can negatively affect the user experience.
To reduce the length of loading screens, consider splitting up the work done during them. This can mean preloading assets beforehand to reduce the number of objects that need to be loaded during the loading screen, or reducing the complexity of loaded scenes.
Open World
In an open-world game, where many objects need to be loaded during runtime, a method of recycling or streaming assets can be implemented. In the?“Inside” Game?a small part of every frame is dedicated to loading and unloading assets. This allows the whole four-hour experience to be played through with just a single initial loading screen.
Memory Usage
RAM (Random Access Memory) is the memory on which a game is loaded while running. RAM stores everything needed by a game during runtime.
VRAM (Video Random Access Memory) is on a graphics card and is intended for graphical effects. VRAM is the storage used to store textures and models drawn by the graphics card.
RAM is what your CPU uses, while VRAM is what your GPU uses. Either or both might become a bottleneck on a project running unoptimized or simply with far too many assets. When there is not enough memory, stuttering may occur.
To reduce the amount of memory needed by your project, consider next:
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