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performance

A collection of 3 posts

unity3d

Simple, better Unity logging

One of the issues that you can run into when developing with Unity is that logging is quite expensive. It's entirely possible, if you're trying to log a verbose amount of processing for one reason or another, you can end up crippling the framerate of your game. There are performance

  • Dan Puzey
Dan Puzey Nov 27, 2014 • 1 min read • comments
unity3d

Making games run faster

Or: why micro-optimising games code often helps. I was part of a conversation on Twitter that started with a question about the relative performance of calling .GetComponent<T>() vs having a public field assigned in the inspector. I linked back to my earlier post that includes a profiling

  • Dan Puzey
Dan Puzey Nov 19, 2014 • 2 min read • comments
unity3d

Benchmarking Unity3d scripts

As part of my ongoing involvement with Big Robot I've been doing a bit of work recently on working out "how best to do things" in Unity3d. Some of the output of that might turn up in a later post, but, since this is my first post in

  • Dan Puzey
Dan Puzey Jun 9, 2014 • 1 min read • comments
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