In this series extension, we deep dive into performance testing for Unity ECS. With Unity’s multiple approaches to do the same thing, testing has been crucial in optimizing my game. Many developers, like me, held off using Unity.Entities until the 1.0 launch because the API kept changing. Performance testing allows us to compare different techniques quickly. Talking about parallelization, it’s hard to tell if your code is running better on the main thread or otherwise, unless you test it. Through testing, we can decipher minute performance differences. I also use tests to track performance after optimization attempts and minor code updates. I’ve further explained the test setup and provided code examples for clarity.
In this post we continue to look at how to deform a mesh in Unity using a real-world example. We will learn MeshData API and optimize the algorithm
In this post you will learn how to deform a mesh in Unity using a real-world example. We will apply different techniques and measure performance of each approach using performance testing to find the fastest one. As a sample, we will look