Ruben Torres Bonet's Blog
We finally meet.
I am Rubén Torres Bonet, presently working as a Senior Game Programmer at ForceField XR in Amsterdam. Previously, I was a Technical Lead at Exozet Games.
I have worked in games such as:
- Gamedev architecture
- Hardware and optimization
Do you want to chat? Feel free to contact me in Linkedin and to check my blog.
If you plan on jumping into Unity Addressables Pooling, be careful. You better make sure the object pool is not empty.
You've seen the potential benefits of Addressables and you want to give it a shot in your game. But there're so many possibilities! Where to start with your Unity Addressables Migration? Here's an option for you: Music.
You spend an infinite amount of time optimizing your Unity UI. But, all it takes to really screw it up is a sneaky modification on a tiny attribute of an almost invisible Canvas UI element. When that happens, not even Unity UI Profiling will save you.
Players want to play, they don't want to wait. Help them buying your game: reduce your game's download size with Unity Addressables Hosting. And a year later? Offer them a DLC based on, guess what? Unity Addressables.
Last week we quizzed you on Unity Addressables. This time, we analyze the results of this quiz, including the top answers the community has chosen. Curious?
Let's find out 3 ways Unity Addressables will help your game with efficient, pain-free content management.
Ruben Torres Bonet's Comments
[Blog - 11/04/2019 - 10:06]
[Blog - 10/16/2019 - 11:03]
Hey Brian, r n r ...
Hey Brian, r n r nThank you for your constructive comment. You do seem to really have worked with S3 in the past are you still considering it for future projects r n r nI 'll refine my article to include the information you specified. r n r nRuben
[Blog - 09/04/2019 - 10:40]
Great, I 'm glad it ...
Great, I 'm glad it helped you. Make sure to check the upcoming article this week and let me know what you think.
[Blog - 07/03/2018 - 10:58]
Hi there. Indeed, coroutines can ...
Hi there. Indeed, coroutines can potentially generate lots of garbage depending on the local variables you declare. Unity advises against long-lived coroutines with lots of allocations. If they are simple and you know what you are doing, it will be all fine. r nIn our case, we used commands coroutines ...
[Blog - 04/19/2018 - 09:41]
Hi Anonymous reader Thanks for ...
Hi Anonymous reader Thanks for your message. r nFor starting out with the pipeline I could suggest Render Hell 2.0 a quick search should show the website . They have interesting videos about it. It also helped me a lot to do some programming with opengl, since one has to ...
[Blog - 04/18/2018 - 04:19]
It looks like you spent ...
It looks like you spent quite a bit of time on this, thanks for that. r nThis post is just one example why it 's great to make source code available.