• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by Lucas Meijer 1 · Oct 18, 2009 at 01:11 PM · performanceoptimizationprofiler

How do I get my game to run faster?

If my game runs slow, what are good first steps to take in order to make it run faster?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

4 Replies

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by Lucas Meijer 1 · Oct 19, 2009 at 10:36 PM

Use the new Profiler in Unity 2.6

Take a look at http://unity3d.com/support/resources/unite-presentations/performance-optimization

Be on the lookout for the videos of Unite09, as there were two sessions on performance improvements.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
9

Answer by Ricardo · Oct 20, 2009 at 12:42 AM

Some tips:

  • A profiler is available on Unity Pro starting on 2.6
  • Watch out for unnecessary Debug.Log calls - they can be an unexpected performance drain.
  • Take a close look at what you're executing on your MonoBehaviors' Update. Since that method gets called once per frame, performing unnecessary processing will have a significant effect on game performance. Can you cache any of this information, or evaluate it only a few times per second?
  • When in doubt, bear in mind that you're writing to .Net, and all the usual performance best practices apply (arrays are faster than indexed lists, don't unnecessarily create and destroy objects, which could trigger the garbage collection process, and so on).
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
2

Answer by TowerOfBricks · Nov 17, 2009 at 05:59 PM

If you have indie (regular Unity as it is called now, not pro), then you wont have the new performance profiler, then this tip might be useful:

You can try to deactivate some objects in your scene and see if the framerate raises, if it does, you will know that the code on that object is using a lot of power. This principle can also be used with scripts, you know that the Update function takes a lot of power, but you don't know where, try commenting some things and see if it helps. When you know where the bottleneck(s) is, you have half the job done, now you can start optimising ;)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
1

Answer by Martin Schultz · Oct 20, 2009 at 07:07 AM

Inspect the stats window inside the editor what the basic parameters say about your scene. Do you have 1 million polys in your scene? Have 2000 draw calls? There I would start actually to see where the GPU time is burned.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

Profiler: Crowdmanager.update? 1 Answer

Is there a Per-Mesh-Profiler somewhere? 2 Answers

UI Text Optimization? Updating Geometry seems to be slow 0 Answers

Scene Lag when first running a certain script, but then returns to normal performance afterwards? 1 Answer

Device.Present creates huge freezes 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges