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Valentin Simonov
Field Engineer / Unity Technologies
val@unity3d.com
Valentin Simonov — Field Engineer
Email: val@unity3d.com
• I help studios make games better
• I teach people how to use Unity efficiently
(conferences, trainings, blog posts, translated a book on shaders)
• I maintain https://github.com/TouchScript/
1. Why is it not working?
LET’S START
OPTIMIZING
1. Get data about your project (tools)
2. Interpret that data (knowledge)
3. Make a list of possible optimizations (management)
4. Perform necessary* optimizations (business)
1. Get data about your project (tools)
2. Interpret that data (knowledge)
3. Make a list of possible optimizations (management)
4. Perform necessary* optimizations (business)
How to get correct data and eliminate guess work.
1. Unity Profiler
2. Unity Frame Debugger
3. Unity Memory Profiler
( https://bitbucket.org/Unity-Technologies/memoryprofiler )
4. Platform tools
How to make correct decisions based on collected data.
1. Blogs, forums, learning materials
( https://unity3d.com/learn/tutorials/topics/best-practices )
2. Videos from conferences
3. Trainings
• Shows code execution time and GC allocations
• Can be connected to a remote device
• Deep Profile in Editor
• Profiler.BeginSample() / Profiler.EndSample()
• Profiler.BeginSample() / Profiler.EndSample()
FRAME
CPU HAS TO WAIT
PREVIOUS FRAME GPU WORK THIS FRAME GPU WORK
Always test on target device!
1. Editor code is different
2. Target hardware is different
https://bitbucket.org/Unity-Technologies/memoryprofiler
1. Open this project in Unity
2. Connect to a development build
3. Grab snapshot
4. Have fun!
private Texture2D tex;
var bundle = AssetBundle.LoadFromFile(...);
tex = bundle.LoadAsset<Texture2D>(”img");
bundle.Unload(false);
var bundle = AssetBundle.LoadFromFile(...);
var texture =
bundle.LoadAsset<Texture2D>(”img");
bundle.Unload(false);
static List<Texture2D> list;
var bundle = AssetBundle.LoadFromFile(…);
list.Add(
bundle.LoadAsset<Texture2D>(”img"));
bundle.Unload(false);
Apple Instruments: Time Profiler, Allocations
• Shows everything
• Accurate stack trace
• CPU time on device
• Can save/load traces
Statement:
1. The game is leaking memory.
2. Unity Profiler shows memory growing…
3. ... but doesn’t show any allocations from scripts.
• Do you know these tools?
• Do you use them?
• Does your team use them?
“The trouble with quotes
on the Internet is that
you can never know if
they are genuine.”
Abraham Lincoln
Internet is full of
• Outdated information
• Advice not applicable to your platform
• Information which is just wrong
Light and heavy draw calls.
* on your target platform/device
Using Resources folder is generally not advised:
1. All “Resources” folders are packed in a monolithic binary
2. Rebuilt every time even if nothing has changed
3. 4 Gb size limit, uncompressed
4. More assets -> slower loading
5. At start time Unity builds index and always keeps it in memory
• 12 000 1px images in Resources
• Look for ResourceManager::Transfer
• CPU time depends on device (iPhone 4s on the pic below)
What are these shaders?
Internal-ErrorShader
Normal-VertexLit
Normal-Diffuse
Internal-StencilWrite
Internal-DepthNormalsTexture
Internal-PrePassLighting
Internal-ScreenSpaceShadows
Internal-CombineDepthNormals
Internal-BlitCopy
Internal-DeferredShading
Internal-DeferredReflections
Internal-MotionVectors
Internal-Flare
Internal-Halo
Internal-GUITextureClip
Internal-GUITextureClipText
Internal-GUITexture
Internal-GUITextureBlit
Sprites-Default
UI-Default
UI-DefaultFont
CubeBlur
CubeCopy
CubeBlend
Skybox-Procedural
Keep in mind platform specific behaviors.
For example, that iOS caches compiled shaders.
Question: What is the fastest way to dynamically create 1000 complex
objects?
Complex object — 10 children with 10 components each.
1. Create 10 children, add 10 components to each, repeat.
2. Create 1 template object with 10 children, clone it 999 times.
3. Instantiate a prefab, repeat.
Target device: iPhone 6, Unity 5.4.1
1. Create 10 children, add 10 components to each, repeat.
1562.250 ms
2. Create 1 template object with 10 children, clone it 999 times.
451.394 ms
3. Instantiate a prefab, repeat.
485.250 ms
4. Clone a prefab, instantiate the clone 999 times.
432 ms
1. Create 10 children, add 10 components to each, repeat: 1562.250 ms
2. Create 1 template object with 10 children, clone it 9999 times.
451.394 ms
1. Create 1 template object with 10 children, clone it 999 times.
440.593 451.394 ms
2. Clone a prefab, instantiate the clone 999 times.
422.5 432 ms
3. Instantiate a DISABLED prefab, repeat.
412.5 422.5 ms
THIS GUY!
1. There’s native (C++) and managed (C#) memory
2. Assets live in native memory
3. Managed memory has light wrappers for assets
Texture2D myTexture = …
(a) myTexture = null; — wrapper is GCd, texture data is stuck
(b) Destroy(myTexture); — wrapper is stuck, texture data is freed
(c) Resources.UnloadUnusedAssets(); — destroys stuck assets
(d) GC.Collect(); — GCs stuck wrappers (at this point destructors are called)
• WWW www = new WWW(…)
-> allocate buffers
• www.Dispose() -> DestroyWWW()
-> release buffers
• GC(?)-> www.~WWW() ->
DestroyWWW()
-> release buffers
WWW wrapper
WWW data
Managed
• Unity is a C++ engine with a .NET virtual machine
• Calling Managed functions from Native involves some overhead
• Every Awake/Start/Update* call is a call from Native to Managed
• ... even empty ones o.O
• At some point you will start noticing this overhead
https://blogs.unity3d.com/2015/12/23/1k-update-calls/
• Find, FindObjectOfType — super slow!
• Camera.main doesn’t cache the main camera
• APIs which return arrays allocate memory every time
1. Unity open source projects
https://bitbucket.org/Unity-Technologies/ui
https://github.com/Unity-Technologies/PostProcessing
2. UnityEngine.dll -> ILSPY
http://va.lent.in/unity-make-your-lists-functional-with-reorderablelist/
3. Time Profiler instrument and other tools.
Valentin Simonov
Field Engineer / Unity Technologies
val@unity3d.com

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Practical guide to optimization in Unity

Editor's Notes

  1. Сколько ноуледжа я смогу впихнуть в оставшееся время