which type of game objects make our games more Slower ? how much ?
1 - mesh with more vertex ?
2 - gui (Text Texture) ?
3 - lights ?
4 - scripts ?
5 - partical systems ?
6 - terrain ?
7 - …
which type of game objects make our games more Slower ? how much ?
1 - mesh with more vertex ?
2 - gui (Text Texture) ?
3 - lights ?
4 - scripts ?
5 - partical systems ?
6 - terrain ?
7 - …
just about anything you to do your game will affect the performance in a small way, or a large way. Some tips to keep your game running faster.
Combine all your meshs within the 3d modeling app as it is a new mesh render if you have one object in separate parts.
Use shaders that are less performance heavy if it is possible. See the shader list: http://unity3d.com/support/documentation/Components/Built-in%20Shader%20Guide.html
Try and use as few texture images as possible, so you can try and keep those to a minimum, for example if you have a boat model and 1 plank texture try and use that same plank texture as much as possible and still have the model look good.
Keep vertex count as low as possible, try and remove verticies that do not have a large effect on the shape of your mesh, the lower the vertex count the better. Just try and have a model that suits your game and looks right to you.
Atlas textures if possible, this basically means combine textures you do not need to tile into one image so that you can have 3 textures or more on a model but at the performance cost of 1. This is not so used anymore and newer generation games don’t atlas too much except for more LOD models. But for many unity games it is still great to use.
Smaller texture resolution is always better, dont use 2048x2048 image if you can get away with a 256x256 and have the game look good still.
And lights and shadows are very performance heavy, so try and lightmap to get your game running much faster.
Particle systems are good to keep to a minimum if possible map a bunch of planes together and animate the texture.
-Anything else someone feels they can add to list go ahead I just listed some things that came to mind. I hope this helps you or anyone else.
Clean code helps too ![]()
Cleaner, faster, better, nicer !
thanks , very useful for me
Limit the usage of projectors. Every projector that is visible on a mesh causes that mesh to be drawn one more time, so it will really slow down your game if you use too much.
avoid to use update or fixedupdate function in excess…will help a lot…
try to make far clip plane lower… specially when you have too much objects in scene…
use power of two textures… this can helps too
Why avoid update? Or are you saying some things can skip several frames instead of doing it every frame?
I don’t think you should avoid using Update or FixedUpdate. What you should avoid though, is putting resource-intensive calculations (like square root) in the Update since that function is called every frame. Cache the value if possible.