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
Compilation of best Unity tips by Unity engineers gathered at Unite conference. I spent a bunch of time rewatching those talks so you don’t need to.
While passing technical interviews the topic of using ScriptableObjects was raised a lot of times, but not all studios use them or even know about its advantages. In this post I would like to share reasons why I use it myself and would be happy to discuss additional pros and cons in the comments.
TL;DR: Use ScriptableObject when you need to store and customize properties of your scripts.
Performance testing package is great, but when I followed their docs I couldn’t get it running, so here are the steps how to actually setup it
We were taught about data structures that a Dictionary has O(1) lookup and the linear search in an unsorted array is O(n). So based on this we can assume that when we need frequent access by a key we should use a Dictionary, right?
Well, not quite always.