![]() |
VOOZH | about |
Optimization means making your game use less CPU, GPU and memory. A well-optimized game runs at 60 frames per second (FPS) even on low-end devices.
Creating and destroying objects repeatedly causes lag spikes. Object pooling reuses objects instead.
Instead of Instantiate() and Destroy(), you activate and deactivate objects. This eliminates garbage collection spikes.
Each object with a unique material creates a draw call. Too many draw calls slow down the GPU.
Problems that increase draw calls
Solutions
Every script with Update() runs every frame. Too many Update() methods hurt performance.
Bad:
Better:
Best: Use Invoke or Coroutines for non-critical tasks
Particle effects create many GameObjects. Pool them instead.
UI can be a major performance killer.
Tips for UI optimization:
Example:
Distant objects don't need high detail. LOD uses simpler models for far away objects.
Setup:
Unity renders everything in camera view, even behind walls. Occlusion culling hides objects blocked by others.
Setup:
Without occlusion culling, all objects are rendered. With occlusion culling, objects behind walls are not rendered.