Optimization tips for maximum performance - Part 2 | Unite Now 2020

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Watch and learn from Unity evangelist Arturo Núñez the real-world best practices for optimizing game performance. He provides many useful tips so you can get the most out of Unity and your game.

Speaker:
Arturo Núñez, Unity evangelist

00:00 Introduction
00:59 Asset Importing Tips
05:35 Graphics Tips
12:46 UI Tips
17:04 Audio Tips
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I never thought of removing texture alpha channels! Just saved several hundred megs of ram on a Switch game!

LegendStudioGames
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Something else to note is that Unity will not always provide the best looking results when clamping the maximum size of a texture and can display compression artefacts easily. Bringing the image size down in Photoshop to your maximum or similar will have much better results.

ddotbuk
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I would love to see more about graphic performance of Larger worlds containing many AI humanoid characters.
I've got a use case where I want to have around 1000 or maybe 2000 humanoid NPC's walking around doing their thing. Which of maybe 100 ~ 200 are on screen simultaneously. But Rendering performance is poor because of the many draw calls and not being able to GPU instance them. GPU Instancing is not available for Skinned Mesh Renderers.

I know ECS based Animations & Baking animations to a texture solutions exist. But ECS is far from done, let alone easily usable. It seems to be a perfect case for ECS but that tech just isn't ready for use yet.

So what could one do with the current tech to solve this problem?

Scenario:
- Large Terrain
- Multiple "Cities" each of where 100 ~ 200 NPC's live their life
- 100 ~ 200 Humanoid NPC's with Skinned Mesh Renderers on screen simultaneously (Maybe even more)
- Each Humanoid NPC is a NavMeshAgent

Maskedmous
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In my personal experience, when importing video into a Unity project, you get a better image when with less storage use when you select a slightly lower Max Size with High Quality compression than using a larger Max Size with Low Quality compression. I don't know how well this converts over to textures.

FranciscoTChavez
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Thanks for these great videos. At 18:14 when you talk about the size of an audio clip are you talking about it's original size or it's imported size ?

RomainSepulchreFr
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*Super Helpful* Love your advanced tutorials..

UGuruz
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So just doing:
audioSource.clip = null;
Or:
audioSource.Pause();
Or:
audioSource.Stop();
Doesn't free the memory or the CPU usage?

miseader_dev
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Thank you for your interesting tips!
>Please include subtitles<

IskanderPresent
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More like this, please! Do navigation!

while.coyote
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Avoid Mobile Native Resolution also works fine in Android ?

OscarFernandez
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5:09 When you say "if you're not using animations, disable rigs..." What's the specific setting you're referring to? It's not on screen.

logan
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Surprised why LOD, LightMap and Occlusion culling was not in the list.

rakeshsinghparihar
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more please..
im still new using unity.. is it ok to play with level design first? or create asset with blender first?

ryaeon
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How to make Raycast Target disabled by default? I think I create non-interactable UI objects more often, and it's always a chore to have to do it every single time. Especially hard when creating multiple TextMeshProUGUI, where the Raycast Target is hidden behind a dropdown.

kent_s
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I cried when I watched the unity beginning video .

yungifez
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My game was running at around 300fps and after implementing some of the 3d mesh import settings described here, it collapsed to 100. Im not sure why this would have affected my performance since it is mentioned that mesh optimization is more for disk space than memory performance.

Cloud-Yo
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Hello! I have to instantiate a lot of static buildings, but actually i do it loading scenes through Addressables in async way because i use scene partitioning for my city! I don't know why really well but if i keep my buildings marked as statics i have serious FPS drops while if i remove they from to be static it goes smooth! Now i know that where is possible keeping objects statics it would be better, and you mentioned that StaticBatchingUtility.Combine function. I have read the documentiation but im really not sure how to use that in my case.. Any idea??

vima
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Is there is anybody who has the slide? Because it would be really useful

timoosYT
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share your presentation if possible. Thanks

gamerscredit
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Last point, with sounds, is pointless. There is no or very small benefit for optimization like that, and it can be even odd when player discovers that game runs better/faster/more stable (according to less memory consumption) when sounds are muted. It has barely visible effect on power consumption, it's better idea to for example enable suspend feature on mobile devices when player has opened pause menu, than optimizing sound when it's muted, and many mobile games doesn't handle this aspect correctly, causing unnecessary battery drain. Also simple implementation, like unloading all assets, cause another strange behaviors, for example resenting to beginning background music, loosing some special effects in middle of action, when all what player wants is for example mute sounds just for a small talk with friend, for end user behavior like that looks like bug and fixing all corner cases is a waste of development time.