How does unity handle loading scripts?

Instead of guessing about weird ways of partial binary loading and destroying your app’s wonderful simplicity and becoming the gatekeeper and maintainer of a HUGE fragile pile of noodle soup, take a step back and attach the profiler.

Once you have the profiler attached, find out what is taking your app so long to load. See below.

Hint: it probably won’t be loading the code. It will almost certainly be textures or audio, at least after Unity has finished its startup.

Actual IPL-ing your script code is gonna be nearly instantaneous.

Besides, on many platforms ALL the code has to make it through whatever SPU or trusted computing digital content signature verification step is necessary before ANY of it will be marked as executable.


DO NOT OPTIMIZE “JUST BECAUSE…” If you don’t have a problem, DO NOT OPTIMIZE!

If you DO have a problem, there is only ONE way to find out. Always start by using the profiler:

Window → Analysis → Profiler

Failure to use the profiler first means you’re just guessing, making a mess of your code for no good reason.

Not only that but performance on platform A will likely be completely different than platform B. Test on the platform(s) that you care about, and test to the extent that it is worth your effort, and no more.

https://discussions.unity.com/t/841163/2

Remember that optimized code is ALWAYS harder to work with and more brittle, making subsequent feature development difficult or impossible, or incurring massive technical debt on future development.

Don’t forget about the Frame Debugger either, available right near the Profiler in the menu system. Remember that you are gathering information at this stage. You cannot FIX until you FIND.

Notes on optimizing UnityEngine.UI setups:

https://discussions.unity.com/t/846847/2

At a minimum you want to clearly understand what performance issues you are having:

  • running too slowly?
  • loading too slowly?
  • using too much runtime memory?
  • final bundle too large?
  • too much network traffic?
  • something else?

If you are unable to engage the profiler, then your next solution is gross guessing changes, such as “reimport all textures as 32x32 tiny textures” or “replace some complex 3D objects with cubes/capsules” to try and figure out what is bogging you down.

Each experiment you do may give you intel about what is causing the performance issue that you identified. More importantly let you eliminate candidates for optimization. For instance if you swap out your biggest textures with 32x32 stamps and you STILL have a problem, you may be able to eliminate textures as an issue and move onto something else.

This sort of speculative optimization assumes you’re properly using source control so it takes one click to revert to the way your project was before if there is no improvement, while carefully making notes about what you have tried and more importantly what results it has had.

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