Unite 2016 - Let's Talk (Content) Optimization

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This talk from Unity's Enterprise Support team focuses on real-world performance problems, analyzes their causes and discusses possible solutions to common pitfalls when loading content, displaying UIs or simply running a Unity game frame-to-frame.

Ian Dundore - Unity Technologies
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I actually LOVE the way this guy conveys information. He is extremely concise, intelligent, inspires confidence and doesn't condescend to us less technical folks. Keep having this dude do talks Unity!

JamesArndt
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Best Unity talk I've seen so far. Great talker.

Bjarkediedrage
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This presentation is downright amazing. Incredibly well presented! Goes in to the perfect amount of depth on every issue.

CELLShockXFX
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Why isn't this more popular: it's super useful?

GoogleDothBetray
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I just saw his talk at Unite Europe 2017. Hands down the best talker. Great subject, tone and pace.

akisey
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Not that i want to criticize the other talks, but this is much much more useful than most i've seen so far :)

MeisVlk
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One of the best talks I have seen … ever! Not just about Unity. Perfect balance between depth and exposition, and flow. Outstanding!

PedroOliveira-slnw
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recently started watching unity let's talks and I've got to say this was one interesting and good talk indeed.

callsigntengu
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that guy is amazing. information is presented really well, examples are understandable, tips are actually useful. wow...

FelheartX
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Really enjoy your talks! Please do more of them. Unity is a black-box, so this reeeeally helps to understand it

Studio-dfge
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Great talk Ian. This is quite a lot to unpack.

NunSuperior
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Whoa, very neat talk. Quite technical but quite well presented! Cheers!

ZoidbergForPresident
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Amazing talk; this guy's a star speaker

Rhodair
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Excellent talk. I'll just go ahead and optimize my game now.

ChristianKroken
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Great talk and lots of concrete real world tips. More of this guy if possible and his tutorials. Also some more info on similar issues in other game engines and problems/solutions in them would be nice as comparison.

ikomnen
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Great talk with tons of useful information. Thanks.

savagedgames
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I see this guy's face, I click. Simple as that.

lvladimirov
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His point about not needing to re-parent pooled objects in your build so the editor window looks tidy was something I overlooked. Lol

PopsiclesInMyCellar
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Key notes as I've watched it about a year ago but I needed to re-watch it :|
Use Instantiate.(GO, Transform) and not Instantiate.(Go); SetParent.(...) method OR if you want to use it then set its max hierarchy capacity.
Use less transform changes (rotate, move and scale) per frame OR use Quaternion clac once for all of them per frame.
Check the "Optimize" button in Rig section of 3D Model import panel as it won't create additional transforms. It shows you a whitelist of additional transforms, too.
Better disable CanvasUI instead of TextUI. Custom scripts should manually be disabled.
Clone similar objects in run-time and don't use prefabs.
10000 same objects with 10000 parameters will make parameters and you can use a scriptable object for those similar objects and you end up having one object but with 10000 different cloned ones.
Use more than one Canvas and use nested canvases (aka less content per canvasUI) or merge texts.
Go to Unity's Best Practices website page and practice.

imDanoush
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I am wondering how relevant this is today. Unity greatly improved since then and we've got Addressables which is considerably faster than Resources.

pifopifo