High Performance Collections in Unity C#
In this blog post I will show you how to use object pooling in Unity 2021 with this new official API so you don't have to mess with 3rd party code that breaks on every Unity upgrade.
Practical articles on CPU, GPU, memory and engineering process optimization.
In this blog post I will show you how to use object pooling in Unity 2021 with this new official API so you don't have to mess with 3rd party code that breaks on every Unity upgrade.
Compute Shaders "Behind the Scenes": Some workloads keep your CPU in a bottleneck even after normal optimization passes. If you miss the right offload moment, you keep burning cycles and delay real wins.
THE High-Performance Build Pipeline: Slow builds are a production bottleneck, not a developer inconvenience. Every manual build, upload, and handoff adds delay that compounds into release panic.
Static batching will not always reduce your draw call count. But it will always do something else that is highly beneficial for your game
High-Performance Collections: Multithreading, Burst, Jobs! <3: Most teams do not lose performance in one giant bug. They lose it through small managed allocations that stack into garbage spikes, stutter, and a steady review tax.
Cannot have many real-time lights with Forward Shading in URP... can you? (obviously yes)
Forward+ Awesomeness in Unity URP: Lighting can push your scene off a frame-time cliff before anyone notices why. You add more lights, visuals improve, and suddenly performance becomes a firefighting loop.
No GDC, no Unity, but a 20-minute walk I can do
Run-time Material Fusing: You fix geometry batching, then one extra texture or material variant puts you back into a draw-call bottleneck. That is a classic retention leak: visuals look fine, frame pacing does not.
Well, that did not go quite as planned...
Run-time Static Batching - How?!: Your batching strategy can collapse the moment design asks for procedural rooms, runtime layout changes, or spawned props. When that happens, CPU bottlenecks come back fast and your frame budget starts bleeding.
Curious how I get access to help out in AAA games?