Fundamental Metrics in Mobile Games Development

If you are only interested in metrics and you prefer skipping the entry on mobile games, please move to the end of the article! 🙂 Mobile Games Market In 2019, about 2.4 billion people (~ 30% of humanity) played mobile games. Once again, mobile games made the greatest revenue for the gaming industry (54%), and […]

Read More…

MonoBehavior calls optimization

What if I told you that Unity can be wasting a lot of CPU performance just by calling your MonoBehaviour functions? It doesn’t really matter what your scripts are doing. If you have hundreds or thousands of them, you should be aware that there’s a new field of optimization. Magic methods MonoBehaviour functions calls are slow. And I’m […]

Read More…

How to Use Unity’s Resources Folder

Unity has several kinds of special folders. One of them is the Resources folder. Simple concept of storing assets is well-explained in the official documentation: Generally, you create instances of assets in a scene to use them in gameplay but Unity also lets you load assets on demand from a script. You do this by placing the […]

Read More…

A Story of NullReferenceException [Part 1]

Once upon a time there was a little boy living with his mother alone between the mountains. They lived a peaceful life. One day the boy’s mother got very sick. The boy called for a doctor, the best in the valley. When the doctor finally came, he examined the woman. Unfortunately, there was only one medicine for […]

Read More…

Mobile Optimization – Garbage Collector

What is the Garbage Collector? Let’s look at a definition on MSDN: The .NET Framework’s garbage collector manages the allocation and release of memory for your application. Each time you create a new object, the common language runtime allocates memory for the object from the managed heap. As long as address space is available in […]

Read More…

Wrong Import Settings are Killing Your Unity Game [Part 2]

There are many things that may go wrong with your game development. Your models may have too many triangles for your target platform to handle, your algorithms may be too expensive for your CPU, and also you may be using too many materials so batching won’t work efficiently. These are difficult issues, and you as […]

Read More…

Mobile Optimization – Unity Profiler

Mobile Optimization with Unity Profiler

In the previous Mobile Optimization series post we talked about how important the batching is. We talked about how to use Unity Profiler in order to inspect how many batches are actually made. Now we will talk a little more about the Profiler itself. If you already know about it you may learn something new! The idea […]

Read More…

Wrong Import Settings are Killing Your Unity Game [Part 1]

There are many things that may go wrong with your game development. Your models may have too much triangles than your target platform can handle, your algorithms may be too expensive for your CPU, and also you may be using too many materials so batching won’t work efficiently. These are difficult issues, and you as a […]

Read More…

Mobile Optimization – Batching in Unity

Do you know what batching is? You may want to check out the Nvidia presentation Batch, Batch, Batch for some more details but long story short, batching the graphics data means to wrap it up into a single package and send it to the GPU in a single pass. Why does that matter to us? That’s […]

Read More…