Don't Let Offscreen Objects Ruin Your Performance - Unity CullingGroup API
Make your expensive scripts cost nothing while they are offscreen
Practical articles on CPU, GPU, memory and engineering process optimization.
Make your expensive scripts cost nothing while they are offscreen
MEM - Class vs Struct in Gamedev: stop repeating the stack-vs-heap myth and start profiling what actually hurts. This module shows when structs help, when copies bite back, and how a simple string path can jump from hidden GC debt to a measured fix.
A Consistent Profiling Scenario is how you stop optimizing profiler noise. This module shows how to build one deterministic worst-case test, compare builds with real charts, and control CPU-frequency drift so your performance decisions are actually trustworthy.
Loading time starts at app tap, not when your splash screen feels done. This module shows Rubens 10-second-profiler trick, the 11-second Android proof, and one practical win: moving long audio clips from Decompress On Load to Streaming to claw back about 1.5 seconds.
Discover the true cost you're paying for the sneaky "shader variants" that Unity creates by default and how to stop paying for it.
This module is part of the full Unity Performance Taskforce archive. Oculus Developer Hub gives you better visibility, `sealed` keeps inheritance under control, overdraw shows where the GPU is burning cycles, and incremental GC helps you avoid spikes when the frame budget is already tight. It is a
Learn how to protect your most sensitive code from the classic "sloppy programming" by using the KISS Transaction Pattern for Unity.
Learn how to stop your current raycasts from stealing performance and upgrade them to the new era of Unity raycast commands that finally scale
Learn about the lovely KISS Command Pattern in Unity I cannot live without. Enjoy powerful async gameplay systems!
In this blog post I will show you why the "KISS" principle is so important in Dependency Injection for your Unity project
This module is part of the full Unity Performance Taskforce archive. CommandFactory, `==` overloading, RenderDoc filtering, and hunting allocs all attack a different kind of waste: unclear code, noisy captures, and garbage collector pressure. This month is about making the ugly stuff visible and th
This module is part of the full Unity Performance Taskforce archive. Dependency injection keeps classes honest, the CullingGroup API helps you skip useless work, tile-based rendering keeps the GPU from grinding, and preloading costly shaders stops loading-time freezes. In this module: 1. KISS Depen