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london unity usergroup 11
London Southbank University, April 25th 2012 marked the 1 year anniversary of London Unity Usergroup. A celebration complete with free t-shirts, cupcakes, book giveaways (pictured right) and a great talk from game developer Richard Fine – the evening was a great success with over 60 attendees from various industries.

The only slight hitch was the venue being evacuated as we began for 40 minutes due to a fire alarm! Sorry everyone!

In his talk, Richard discusses some best practice tips for code architecture in Unity – If you missed the talk, you can check it out in its entirety below, and leave comments if you wish. You can also download the Keynote files from Richard’s talk here.


Harder, Better, Faster, Stronger

Code Style and Architecture in Unity

Part 1 of 4

Part 2 of 4

Part 3 of 4

Part 4 of 4

Richard’s talk was followed by giveaways of Will Goldstone’s beginner Unity book ‘Unity 3.x Game Development Essentials‘ and 3 lucky attendees walked away with a copy. Due to the earlier fire alarm, Open Mic sessions were cut short, but we hope to have more next time if anyone cares to join in!

As always, the meetup was followed up by a trip to nearby pub ‘The Ship’, where fun and frolicks were had by all. Well, fun at least. Want to join us next time or speak? visit the group here –

9 replies on “London Unity Usergroup 11”

Patrick that link to the form is fro printing and filling in by hand if you want to register by post/ You can register online at

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And don’t forget the interactive fluids surfaces and destructible geometry for the next unity 3D release.

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Very interesting. I have not used ScriptableObjects much, but I can see their benefits in certain situations in the Unity system after this.

One thing I would mention is that I have used the caching properties extensively on a large project in the past and while it might seem like a great concept (and often it can be), if you have a very large number of objects/components that access cached variables/components via properties like this regularly, the accumulation of the if statement called each time can lead to a decent performance hit. Probably not something to watch out for in most situations, but in the main optimisation phase of the project it ended up being one of the highest impacts since we had tens of thousands of objects calling these sort of properties multiple times per frame. I’d do as Richard mentioned about setting these in another method (e.g. OnEnable), but then not use the property at all. Get your code in a situation where you know these variables will have been setup in init before they can ever be accessed and the caching property if statement concept becomes irrelevant.

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