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Unity Performance Optimization (Indie Game Development)
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Throughout development so far, performance has been a major after thought. I was doing things in a bad way, a really bad way. But, with the motivation of needing better performance to handle my subscriber simulations in the future, I decide to do a first pass on improving it. I really did not expect to make gains like this so easily, in fact I wasn't anticipating even after a deep dive to get my gaming performing this well and had already partly resolved to just not supporting this number of characters simultaneously at all. There's still so much to eventually do in the ways of optimization, but I'm done with improvements until the work is justified.
Moving forward I have a ton of stuff in the pipeline, more A.I. actions, a character creation system, title and loading screens and saving/loading. This game is just going to keep expanding so subscribe for the ride, I'll be here a long time.
"Biscuit" Produced by "Lukrembo"
Moving forward I have a ton of stuff in the pipeline, more A.I. actions, a character creation system, title and loading screens and saving/loading. This game is just going to keep expanding so subscribe for the ride, I'll be here a long time.
"Biscuit" Produced by "Lukrembo"
Unity Performance Optimization (Indie Game Development)
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