Unity should make more videos about things like this instead of focusing on all the basic stuff they are posting nowadays
There’s hardly any good source of structured information about things like this which in my opinion is crucial to any game that’s going to be published not just the enterprise customers
I recently watched the " [5 Tips for Writing Better Code in Unity]( 5 Tips for Writing Better Code in Unity | Unite Now unread)", there’s just no comparison between these two
“That feature we’ve been hinting is going away for years now and that we refuse to fix bugs for (also for years), is actually an important part of your toolset (at least as long as we don’t change our mind)”
and
“You know that new Unity feature? Don’t use it, it’s really slow”
Don’t use new Unity features, don’t trust anything Unity says, got it, thanks. If you get that, you don’t need more videos from this guy.
In any case, here’s another video by that guy if you want to learn how Unity’s hierarchy system is bad, audio implementation is terrible (just use FMOD Studio instead ← bonus, the audio know how will be useful when Unity finally implodes and you have to use another engine), or how mecanim under delivered and they made a mistake of telling us we should move from animation to animator.
(from which you can extrapolate that Timeline using animator under the hood for very simple animations is the stupidest idea ever)
This is not from unity and I don’t think I ever remember anyone else posting this here, but if you are interested how the various scripting/C# techniques, structures and stuff work or perform, check out this guys blog:
He has all sorts of stuff from simple Iterators vs Callbacks:
To thread synchronisation performance
Please note that some of the older entries are for older versions of unity. But if you ever want to retest newer versions of unity to verify if they still hold, he provides his code for you to do so.