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
نمایش بیشترکشور مشخص نشده استبازیها36 654
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مشترکین
+224 ساعت
+47 روز
+2730 روز
آرشیو پست ها
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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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I've been focusing on multiplayer prototypes for the last year as my indie journey. Happy to see the host migration out of the box.
