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.

Of course […]

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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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