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Tag archives: performance

The future of Data Compression in Unity

December 16, 201523

Hello everybody! My name is Rich Geldreich, and I’m a game developer, graphics programmer, and data compression specialist. I’ve been in th... Read more

Making the UI Backend Faster

September 7, 201542

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

Optimizing Shader Info Loading, or Look at Yer Data!

January 18, 201517

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

Curious Case of Slow Texture Importing, and xperf

January 10, 201527

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

Metal, a new graphics API for iOS 8

July 3, 201425

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

Monitoring Unity Performance, Part II

January 8, 20146

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

Monitoring Unity Performance, Part I

December 30, 20135

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

Occlusion Culling in Unity 4.3: The Basics

December 2, 201329

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

Introducing the new Memory Profiler

March 14, 201327

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