My name is Rich Geldreich, and I’m a game developer, graphics programmer, and data compression specialist. I’ve been in th... Read more
In Unity 4.6 / 5.0, the generation of batches for rendering of the UI system is very slow. This is due to a few factors, but ultimately our ... Read more
A story about a million shader variants, optimizing using Instruments and looking at the data to optimize some more.
The Bug Report
The bu... Read more
I was looking at a curious bug report: “Texture importing got much slower in current beta”. At first look, I dismissed it under “eh, someone... Read more
Exciting times for graphics on iOS 8!
At its recent World Wide Developers Conference, Apple introduced Metal, a new graphics API that’s l... Read more
This is the second part of my post about how we monitor Unity performance. In Part I, I explained how we monitor for and fix performance reg... Read more
Hello! My name is Sakari Pitkänen. I work as a developer on the Toolsmiths Team here at Unity. In this blogpost I will tell you about how we... Read more
The following blog post was written by Jasin Bushnaief of Umbra Software to explain the updates to occlusion culling in Unity Pro 4.3.
Un... Read more
The new Unity 4.1 release features an updated and vastly more powerful Memory Profiler tool that provides more specific and more accurate in... Read more
Made With Unity