Ruben Torres Bonet's Expert Blogs
More content would be a great fit for my game, I thought. But I paid the price for my ignorance in proper Unity Memory Management.
Can you guess why keeping Draw Calls at bay is today more relevant than ever? Don't let them screw your game. Find out how to use modern batching in Unity 2020+
What happens when memory allocations go out of hands, are out of your control and you have to ship a game?
Do you have a Christmas present for your players? Well, just make sure it's not a memory crash. Those happen when greedily using countless assets from the store. Don't dump the assets, just adopt a clever strategy with Unity Addressables Prefabs.
Videos are crucial, but they feed on storage space. They'll milk till the last bit of your players' drives and skyrocket your game installation times by hours. Would you enjoy staring at a progress bar for 12 hours? No problem, Addressables has your back.
It's Christmas time. More than ever, I feel like cutting my content update iteration times by 90%. Do this by allowing your players to download your content on-demand. Here's how you do this with Unity Addressables CDN.
1 core, 2 cores, 4 cores, 8 cores, 16 cores! Who's got more? The more cores, the better. The Unity Job System will squeeze them all, right? Yeah, probably. But what if Unity was over-milking your CPU? Would that be a problem?
Your unity scene hierarchy is reducing the performance of your game. That we knew from last post. But what can you do about it? Let's find out.
You've optimized all of the low-hanging fruits of your game. Except that you didn't. You missed a sneaky, non-so-obvious spot: optimizing your Unity Scene Hierarchy.
If you plan on jumping into Unity Addressables Pooling, be careful. You better make sure the object pool is not empty.
[Previous] | [Next]