Google Play Instant Games – Development and Optimization

In the last part of our post available here: Google Play Instant Games – Basics and Business, we explained what an Instant App is and how useful it is both to user and developer. We did mention how to design an Instant App, and what steps to take while developing it. We will get more into […]

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Google Play Instant Games – Basics and Business

What is Google Play Instant? Google Play Instant (GPI) is a new technology from Google Play team that allows you to launch an Android game/app without downloading and installing it. It was publicly launched at Google IO conference in May 2018. The instant experience could be implemented in many ways, for example as a simple […]

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A Story of NullReferenceException [Part 2]

This is a story of NullReferenceException part 2. If you haven’t read the part one, you can still do it here. Don’t trust GetComponent() GetComponent() is a commonly used function to access current GameObject’s component. Here’s a code snippet showing how to disable object’s renderer, so it is no longer visible in the game view. var renderer = […]

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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 […]

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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 […]

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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 […]

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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 […]

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Accessing Your Unity Game Logs

Unity allows you to log variety of messages into the Console window by using Debug.Log() function family. I don’t think that I need to convince anyone about how useful the logs are. However, did you know that when you’ve already built your application, you still are able to access your game logs? Accessing logs from the editor First things first. […]

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