best practices / optimization tips

While I’m new to Unity, I’m not new to development. Seeing the Unity tutorials of ‘create object, destroy object’ with no mention of object pooling (especially when creating lots of objects like bullets) gave me some concern. So, after more reading, researching and investigating, I found these useful links.

The first link above has a good [example on object pooling](http://docs.unity3d.com/Documentation/Manual/iphone-PracticalScriptingOptimizations.html#Object Pooling Example) of bullets. It would have been good to include in that example how best to optimize sound clip reuse as well. Does anyone use a sound manager (for some or all sound) or do you let your objects maintain their own sounds? Another benefit of object pooling of bullets, etc is that you could add an object pool for your sounds very easily - for the bullet creation and impact sounds.

If you have other links to optimizations or examples that you think are helpful, please share. Thank you!

Audio pooling:
http://forum.unity3d.com/threads/161098-Sound-optimization-on-IOS

Object Pools:
http://embalmit.com/2013/04/02/proper-memory-management-in-unity/
http://forum.unity3d.com/threads/158506-Game-Object-Pool-system

As a general reference, this article is excellent:

TonyLi, that was a great link! Thank you!!!