Unite Europe 2016 - Optimizing Mobile Applications

Unity · 89K views · 2016 · 45:50

Open on YouTube

Software performance & optimizationGame programming & enginestalkdated

Why Stack Overflow recommends it

Stack Overflow users link it when answering Unity questions about low frame rates, mobile performance and garbage collection allocations.

Recommended by 3 people across 3 different months, 2017 to 2020.

What it is

A 45-minute Unite Europe 2016 session from Unity's Enterprise Support engineers Mark Harkness and Ian Dundore. It covers how to profile mobile Unity apps, cut memory use and reduce frame time, with a slide deck linked in the description.

What people said

Recommends Alan · 2017-01 · Stack Overflow · on “Best Practice to Increase Frame Per Second for my daydream VR application”

Try this video: [this video] Your question needs to be much more specific. You cannot expect a good answer from such a general question.

Recommends Draco18s no longer trusts SE · 2017-07 · Stack Overflow · on “Getting very low FPS when building simple Unity game onto iOS and running it on my iPhone”

Also, if you're using Unity's built in UI (the new one, not `OnGui()`), you might want to check out this video [LINK] . There's also this one [this video] and this one [LINK] dealing with mobile optimization.

Recommends user3345048 · 2020-06 · Stack Overflow · on “Is it possible to parse string without GC allocations?”

When it comes to GC and parsing in Unity, there are 2 ways of handling it: • The traditional way . • The Unity way . Both works really well, but one will sound stupidly simple and, in truth, it really is stupidly simple. The traditional way consist of using one of the many tricks in the book of C# & C++ that are usually used in other software. It was already covered by the others in the other answers multiple times so, as cheap as it might sound, I won't cover it here. The Unity way is the official way explained by developers from Unity Technologies. (It's usually explained during their yearly show at GDC. The way I'll explain was explained during the Unity GDC 2016 and, even today, is still