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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1 143
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The Unity Engine Roadmap
It was impossible for me to share live at Unite all the great features they have planned as it was so packed. Check the recording and you'll definitely find something interesting for you.
I posted the most exciting stuff for me live on the 19th of November, what do you expect the most from the roadmap?
https://youtu.be/rEKmARCIkSI
#roadmap
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+2
Talk: Understanding Unity Memory
I recommend checking the recording as Richard gives a gentle intro into how memory works. It must be interesting if you haven't learned it before.
There were a few slides that caught my attention:
- how to use unsafe to allocate your data sequentially in memory in his particular case
- other GC in Unity used for assets etc
- when to split big structs
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Talk: Keeping it simple and indie on Multiplayer
What a nice day-1 set of features for the speaker and his indie game
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It was quick overall. Not as rich in advice as previous years. Especially 2017-2019 talks on the same topic, which are my all time favourites.
Make sure to check them, here is my overview of these talks: https://gamedev.center/best-optimization-tips-by-unity-engineers-at-unite/
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Assets loading section
Disable audio preloading
Tune Async Upload Pipeline
Strip shader variants, less shaders to load and compile
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Use ifs in shaders instead of keywords. Profile it. It might be better for your case.
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+1
Sounds like the exactly same advice from the last year about shader variants abd how to optimize it. Nicolas goes in more details how keywords and variants work
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How to speed up the compilation.
I worked at a project with 1800 assemblies. Everything was slow: Unity compilation, domain reload, Rider processing all these solutions. So it's a good advice to keep track of your compilation and assemblies count in control
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A default tip from every year about how transform hierarchies work in unity and how it can be parallelized
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Advanced performance tips and tricks from a Unity consultant
One of the most anticipated talk of the conference
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+7
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
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+2
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 🙃
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+1
UI toolkit improvements.
Will it make you to use it in runtime?
Is anyone using it now for in-game UI? I am really curious in your experience
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More customizability and better performance on mobile, sounds good to me. Would be interesting to see it really improving tech metrics in production
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