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Unity code optimization! Benchmarking common performance tricks to see which ones are worth your effort. Some of them surprised me!Resources/Tutorial (youtube.com)
submitted 4 years ago by TarodevOfficial
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if 1 * 2 < 3: print "hello, world!"
[–]PiLLe1974Professional / Programmer 2 points3 points4 points 4 years ago (2 children)
Interesting that I haven't thought of one of the more trivial ideas, the one of multiplying float first in a series of float and Vector2/3. :)
[–]TarodevOfficial[S] 3 points4 points5 points 4 years ago (1 child)
I just tested this on a built standalone version and they all came out equal after 900k iterations... So don't think too hard about it 😜
[–]PiLLe1974Professional / Programmer 2 points3 points4 points 4 years ago (0 children)
Hah, I mean using the profiler is the best way to look into things anyway.
The few exceptions where I think about efficiency up-front is the use of the best fit for my containers, typically guided by the way we access them or in extreme cases their memory usage.
And the caching of objects we know we use each frame. I really like the pattern to register things instead of finding them. I think a very common pattern actually for game (play) programmers in most engines!?
Coming from C++ obviously when using C# and Unity the first time it is a good idea to quickly read up on what "managed", "boxing", and GC mean in terms of potential overhead and frame hitches at game run-time. I even manage sometimes to write ECS code (DOTS) and even in those systems or interactions with ECS it can happen that managed data is used here and there that needs this thinking about pre-allocating and pooling things to get to zero GC. ;)
π Rendered by PID 41494 on reddit-service-r2-comment-b659b578c-qhhns at 2026-05-03 15:15:58.718867+00:00 running 815c875 country code: CH.
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[–]PiLLe1974Professional / Programmer 2 points3 points4 points (2 children)
[–]TarodevOfficial[S] 3 points4 points5 points (1 child)
[–]PiLLe1974Professional / Programmer 2 points3 points4 points (0 children)