Related Issues (20)
- Managing Unity code using Git
- Publishing for multiple devices via Unity Cloud
- Pausing the Game
- Implementing slow motion
- Preventing the game from running on unknown servers
- State-driven behavior
- Reducing the number of objects by destroying objects at a death time
- State-driven behavior using the State Design pattern
- Reducing the number of enabled objects by disabling objects whenever possible
- Reducing the number of active objects by making objects inactive whenever possible
- Improving efficiency with delegates and events and avoiding SendMessage!
- Executing methods regularly but independent of frame rate with coroutines
- Spreading long computations over several frames with coroutines
- Evaluating performance by measuring max and min frame rates
- Identifying performance bottlenecks with the Unity performance Profiler
- Identifying performance bottlenecks with Do-It-Yourself performance profiling
- Cache GameObject and component references to avoid expensive lookups
- Improving performance with LOD groups
- Improving performance through reduced draw calls by designing for draw call batching
- Editor Extension to allow pickup Type
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