Designing a room as efficiently as possible
What I want to do is, if you know making a room in unity you would just use 6 game objects, but I want to essentially create a room without having to make 6 game objects, since this would make the game...
View ArticleI want to have multiple colors of car with best performance solution.
I have a car object (one from POLYGON assets). I want to have multiple colors of this car in-game. So in other words, I want to have 10 objects of the same model but with different colors. **Option...
View ArticleIs the animator in Unity really that expensive?
I have 70 skinned mesh humanoid enemies. They are exactly the same and all use the same animation and avatar. Turning on the Animator components will reduce performance from 150 fps to 17. What am I...
View ArticleVery bad FPS in Editor
Hello, I have a big problem with my game. In the stats panel of the game view, I saw that I have 1 - 3 FPS with a very simple 2D scene. Strange thing, but when I move my camera with the middle button...
View Article2D Particle System but using Frame by Frame Animation?
Hi! My goal is to get dust/land/pop effects that works as Particle System, BUT with the diference of using animations drawed frame by frame instead of sprite sheets. This problem can be solved easily...
View ArticleUnity Tile Array vs Int Array Performance
Currently im doing map generation by first creating and heavily modifying a 3d int array, then using that int array to generate three tilemaps on different z levels. Once that has finished I move it...
View ArticleLow Poly Alpha Cutout vs Full Models Performance
Hi, Quick question for those familiar with shaders and performance cost. What would be better for performance for small scatter objects like leaves & sticks? 1- Low poly(2-8 tris) planes using...
View ArticleHuge fps drop after using the Status Bar or Volume Controls on Android
Unity version : 2020 LTS Built-In render pipeline Device : Samsung A30 - Android 10 ** my game is running at 60 fps - 1080 p without any problem, but when i pull down the Status Bar while running the...
View ArticleHigh GPU Usage 500 FPS
I have a high usage while playing in the editor or in the build. I tried to reduce the quality but it hasn't changed anything. Maybe it's because of my very high FPS, but I don't know how to reduce...
View ArticleCharacter Creation Blendshape Performance
I'm using DAZ 3D character models in my game, as they're quite nice quality and come with tons of blendshapes already made. I want my players to be able to customize the look of their character with...
View ArticlePerformance: Addcomponent BoxCollider in update method
Hello, I have 10000 GameObjects (non-moving objects) that I instantiate in unity. Which is better in terms of performance: 1. Add a BoxCollider to all objects when instantiated 2. Add BoxCOllider to...
View ArticleInsane memory usage in Editor
When I open my project it will use 1,5 GB of memory according to Task Manager. Every time I hit Play Mode it will allocate even more memory. The first time it will go to 4 GB, then 8 GB, then 16 GB,...
View ArticleUnity Reservered Memory keep Increasing
Hello, I'm facing an issue related to memory. long allocated = UnityEngine.Profiling.Profiler.GetTotalAllocatedMemoryLong() / BYTES_MB; long reserved =...
View ArticleApplication.Message causes lag spike and I have no idea...
Hello. Please bear with for I only have a basic surface-level understanding of Unity. I received an issue today where I would randomly get lag spikes every few seconds. The issue lies with the...
View ArticleUsing NavMesh creates serious lag spikes
I recently added NavMesh (as well as NavMeshComponents) to my project, and after doing so the editor often freezes for up to a few seconds. On top of that, while in the game, I have a function that...
View ArticleAndroid, fps drops after return to game
Hello, I have a problem with game on android device. The game runs very nice, 120 fps but when I minimize the game and then come back to it, the game loses about 80 fps. I don't know why, I don't know...
View ArticlePerformance of Scriptable Objects - using them in update() meaningful?
Hello everyone, I am just wondering accessing scriptable objects (SO) in the update() method is okay or a very silly idea - performance wise. ---------- My example use case is a stopwatch. At the end...
View ArticleIs it okay to assign and 'un-assign' game object tags at runtime, will it...
Does assigning/'un-assigning' a game object's tag have some 'scene recalculation' penalty? Or can i assign/'un-assign' tags willy-nilly? I'm working on some interactivity between objects in the scene,...
View ArticleWorse performance in Build than in Editor...
I've been puzzling over this performance issue for a while now. I'm building a Oculus VR game for the Oculus Quest, everything is going great but the performance specifically in builds really tanks...
View ArticleA Unity project won't open or takes a long time to open
This project that is a Fangame, I am inspired by this phrase "The truth is out there", I want to know why my project takes about 41 minutes to open or does not open at all, luckily now it only takes me...
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