Let me know if you'd like to see anything else benched, or whatever else you'd like me to cover :) My specs: Ryzen 9 5950X 16-core GeForce RTX 3090 64GB Memory
Sure, mesh baking vs instances vs gpu instances, material batching, light baking, all these stuff. Also triplanar mapping with 3 textures, with 6 textures (albedo+normal), simple vs. with blending. LOD solutions: unity lod, vs other solution (like progressive mesh) + billboard + impostors. All these are very interesting.
Hey, cool video. I think you could squeeze out more performance out of mono behavior game objects by parenting them to some object. Maybe add that as a benchmark case. I believe that incorrect hierarchy might cause a few % slowdown.
You're welcome and thanks for helping Unity devs ! 😉 I'm having trouble with rendering 9 chunks of 16x16x10 cubes for a simple prototype (I didn't find the way to implement simple GPU instancing..) so I don't know yet how to use all the work you did but it seems really great !
You're the programmer with a great teaching and visualization skill sir. You're fantastic, After Breakkeys i kind of lost hope in tutorials but after discovering your channel you're indeed a blessing for Unity developers.
@@mrslake7096 Yup, 90% of indie games will never need to touch it. The ones which do will most likely only need jobs & burst. Even for a game like vampire survivors, ECS is not really a requirement.
@@MuhammadHosny0 it's absolutely worth it if you want to make games with multiplayer and mlagent ai. Infact it is necessary, my game lags so much without it, and I used a small count of very simple ai. Yes without these 2 things, it's probably not worth it. BUT... dots isn't actually hard to figure out. The hardest thing imo in unity is multiplayer (but only because my game is complex), everything else takes a day to learn.
Taro, you explained all of this so well!! I admittedly don't know a single thing about ECS, Dots, GPU instancing but even from that position, I came out of this seeing the real benefits of those systems. Awesome job and love having you back making vids :)
Wow, its so mind blowing that often its not about the engine but the developer himself regarding how much can you extract the performance out of the engine.
This is actually very helpful. I am currently working on a Game that has to update the position of many thousands of GameObjects. I will definetly try to implement some of these things to boost the performance.
WOW! I downloaded the code, loaded it und followed you on this video. Can't believe it was this easy to follow along with you. Excellent set up of the software, easy to understand. :) Awesome video!
The commentary at 8:00 .... Holy shit do I feel you man! The performance was worth the hassle I might say, but holy hell is it a hassle to find out how to do the simplest things in ECS. Thanks for the video, very well made and really helped me out!
Caching variable does make a difference. Especially on mobile devices, where we don't have much rich instruments to optimize our projects, and we need to be sure that it work across multiply devices.
Very insightful as usual, thanks a lot! there is really not a lot of good in depth resources about doing GPU Instancing, it would be amazing if you can a video exclusively about that.
@@Tarodev I'm gonna second this suggestion, the lack of resources is really sad, it feels like there's an abyss between a mid level Unity developer and an advanced one, because these techniques are only shown through examples but barely explained in detail. Please do! Thanks in advance!
Loved this video so much I had to comment. My jaw dropped when you showed how transform.position is so much more expensive than remembering one's position. Thank you! :)
Thank you! Thank you! Thank you! I never knew of GPU Instancing Indirect! Bloody hell, that is a game changer for our Voxel Engine, so glad to have found your video and can't wait to implement this indirect instancing. 😊
Man! I think you are one of the best unity creators in yt.. Your explanation is clear and you really know what you talking about I would love to watch a serie where you create a game from scratch using all those techniques
i knew from jason weinmanns gamedev show that you should do your own game loop instead of the monobeheaviours and that ECS ist fast, but your video is like a massiv sun shinning light on this topic and helping me understand, 100/10 quality content! thank you so much
I am building my first physics based platformer and am getting into collision detection issues. I thought "well, that's all I can push unity to so I have to limit my game design. Doesn't feel too good, but I guess limits are limits and I have to accept them." But from now on I guess I don't have to worry anymore that my character will miss anything (collisions). This tutorial was godlike to me. Thank you so much!
Collision detection issues are (usually) not performance issues. Virtually nothing in this video will help you with those. Most likely you just need to change your important entities to use continuous collision detection.
@@raccoon1302 Hei, thanks for your reply. But actually this video helped me a lot in a sense that I see how many methods there are to spread computational requirements across threads etc. My game does not rely on Unity's physics and I am calculating the collisions myself for superfast objects while maintaining precision. And that computations start to sum up
@@gavintantleff I respect your opinion, but you can't just put your opinion as facts. I would like to hear some stats/facts/ research that can back your answer.
@@jubinjajoria2870 the fact that most dots libraries are not getting any real work done, there are no updates or information about dots, deadlines missed significantly. Of course I can’t know that Unity is dropping it, but it sure seems to me like they are. Why they don’t just come out and say it, I have no clue. The only dots related feature that seems like it’s being kept is tasks and burst
Your vids are amazing; fun to watch, very interesting and always filled with info. Also love that you always include similar scenarios with the different tools we have available to show their drawbacks/advantages
WOW!! This was a fantastic video. I've been dabbling in learning Jobs+Burst but this demo was just amazing, gonna have to put more effort into getting my head around that .
Very nice video, this is the way I always work, Test everything , learn the best practices, from actual experimentation. I’m caching everything, coded for years on mobile/ switch, and those caches have an impact on a 10 to 20 times, slower Cpu. Input. For exemple is costly, more on some hardware. Plus it’s not just the call of an external function, taking time, it’s also the need for the cpu to trash the data and code cache. Making the functions coming after slower, because of it
Thank you for just getting to the point.. my attention span is fried I was reluctant to even watch this, but you drew me in with the up-front examples this was awesome!
Video idea related to this: how to properly benchmark & profile. Recently there are new tools like memory profiling. A deep dive especially by you who has shipped actual titles would be very interesting. Thank you again!
One benefit of caching stuff is that it becomes much easier to rearchitect your code to use stuff like the Job System or even convert everything to ECS if needed.
Already do my own manager loop instead of monobehaviors but seeing the jump that Jobs+Burst makes me want to stop being lazy and properly learn Jobs, thanks!
I learned something. Thanks. I love your videos. very informative. looking forward to your next video. DOTS are hard. Amazing how you can write them as if its nothing. I hope I can become a great coder like you one day~ if possible, please make more video on dots in the future. or other performance related topics are fine too.
One extension about the interaction with GPU based tech in general (say sea waves). GPU algorithm will do million calculations per frame to render the height of the waves, but your boat will do only 10 samples on CPU to get to the wave height underneath it. So, GPU sea everywhere, but CPU sea around the boat.
What an excellent video! Advanced concepts, smooth implementation and succinct. I'd love to have this exact same thing for Unreal Engine and to be able to compare both, but I see you focus exclusively on Unity.I've got a bit to learn about Unreal and shaders before I can do this but I definitely will at some point. Thanks for sharing your knowledge!
You just converted me to a DOTS believer. I didn't really care until this video + knowing some stable release seems to be on the horizon... :) I'm diving in!!
I’m 100% sure that we are not using same cubes with you. On every single video how can you manage to create amazing scenes with just cubes? Great work and great video !
Thanks for this insight on performance! It's a huge aspect of development I'm personally interested in :D If you need new topics, you could share tips to reduce the final data volume used by the build (sometimes I see games that take so many Go that I don't even understand how they have reached so much! Even considering a lot of textures midmaps and full assets integration).
Damn, that's a great video idea. It's something I could also learn a bit about, too. I've done this a few times on previous project deployments, but I feel there's a lot to learn.
I just discovered your channel today, and noticed there has not been a new video for a few months. I don't want to add to the youtuber-hamster-wheel pressure, so I'll just say I love your stuff, it is rare quality among lots of mediocrity, and if your life is in a place where you feel like continuing to make quality Unity gamedev content, I'll watch it immediately :)
Amazing stuff. I'd bet anything a lot of triple A devs would get to about 4 on your list and call it good enough. On that note, you should give Colossal Order a hand to fix the mess that is Cities Skylines II.
So Titan Smasher on Blackthornprod's channel. Just had to swing by and definitely say you did the best out of everyone. I know very little about making games but you got way more done had great ideas and definitely made it more fun. Great job. You should start the next one.
@@Tarodev ok I watched it. Still think you did the best. I like how you got to finish it. Only one criticism. You might know it knowing the only 2 videos I watched. Lol You added pretty much the same thing, a massive enemy to take out while taking care of the smaller tasks. I get it I like main objectives too. But it could be a how long can you last type game as things get harder and harder too. That's it. Just a small thing coming from a non game maker, just a fan. I have one question why did you pick unity and not Unreal Engine? I don't know how to code but would like to make a game. I know Unity has Adventure something I can't think of the name and Unreal has a make a game using no coding. I would like to move to coding eventually so that's why I was wondering why Unity? Sorry this is so long.
@@inspectorsteve2287 As the game is primarily for a video, and only about 2% of people actually play it, I push the experience to whatever would be the most fun to watch. Bosses are usually always at the top of entertainment value. I choose unity as it has a great community and I already knew C#. UE is equally fantastic, but pushed more for AAA. The tools they have been releasing recently are absolutely insane.
Wow, a really incredible difference. Thanks for the video! I haven't done anything with multithreading. Do you have a video about the job system, or one planned?
great video as always. super useful to get started choosing optimisation techniques. It's so tempting to implement ECS once it enters 1.0, even for just the sub-scenes, but it's probably way too risky for games that release within 12 months... >:(
taro your knowledge and depth of skill in unity coding is just in another level i had never found this concepts any where else on internet (surface web at least) good job comrade and 1 question: how many years of skill u have in unity or how many hours of practice you have?
@@Tarodev man your a pro for real; im starting to make a course for unity and a bit worried if unity gonna be replaced by unreal engine 5 because of graphics i mean, what is your insight about it? thanks a lot for replaying
@@imania5373 UE is indeed way ahead on visuals and will most likely always be, but... Think about what it takes to create a full game with high fidelity visuals. An entire team and years of work, basically a AAA effort. So ultimately I believe UE is better for people who wish to work in AAA or in large teams. Unity reigns supreme for Indie and solo dev. You see lots of cool tech demo's in UE, which new devs gawk at and immediately start learning UE. What they don't realise is that game plays like absolute trash and is just a bunch of purchased assets and a basic controller, there's no substance there. It tricks them into thinking making huge impressive games is easy. So no, it won't replace. They both have a place in this world.
As for caching, it should also be noted that there is one genuine downfall a lot of people forget about. Memory usage. On modern computers this is less of an issue, but if you're targetting older mobile devices for example, this can be a concern. You could make your own abstract MonoBehaviour implementation (call it ExtendedBehaviour or something for example), and cache certain components like the transform then make all your scripts utilise ExtendedBehaviour instead, but now every single script additionally has to store said field in memory. Really there is no "#1 answer" and your use case will always differ to others, so it's best to do your own experimenting. And generally, when it's stuff like this, normally I'd argue general readability and maintainability should take precedence in 90% of scenarios. When you're in those 10% of scenarios where the additional extern call legitimately makes a big difference, you'll know; any time before then is potentially likely to be premature optimisation at the cost of readability and time. We're here to have fun, not pull hairs for an eighth of a frame per second.
Let me know if you'd like to see anything else benched, or whatever else you'd like me to cover :)
My specs:
Ryzen 9 5950X 16-core
GeForce RTX 3090
64GB Memory
How about the forgotten Quaternions?
Sure, mesh baking vs instances vs gpu instances, material batching, light baking, all these stuff. Also triplanar mapping with 3 textures, with 6 textures (albedo+normal), simple vs. with blending. LOD solutions: unity lod, vs other solution (like progressive mesh) + billboard + impostors. All these are very interesting.
There's no way my laptop with 12 fps on blender has quadruple your space with half of it being free and STILL only runs at 12-25 fps on blender.
Hey, cool video. I think you could squeeze out more performance out of mono behavior game objects by parenting them to some object.
Maybe add that as a benchmark case. I believe that incorrect hierarchy might cause a few % slowdown.
Wait, I don't get it. Are you mental checkpoint?
I love how you prepare all these scenes to make them look so appealing and eye-catching for us. Good stuff, keep this up! 😛
The poor bitrate couldn't keep up when it reached 90k cubes ><
Glad you enjoy the visuals :)
Increased Performance Strategies :
1:30 - Manager script instead of monobehaviours (only 1 Update() call)
2:49 - Reducing external calls (Caching position instead of asking repeatedly the transform position)
3:50 - GPU Instancing
5:21 - Multi-threading (Unity "Jobs" & "Burst")
6:58 - ECS (part of Unity Dots)
8:29 - GPU Instancing Indirect
13:09 - Camera Cache
Awesome. Thanks ❤️
You're welcome and thanks for helping Unity devs ! 😉
I'm having trouble with rendering 9 chunks of 16x16x10 cubes for a simple prototype (I didn't find the way to implement simple GPU instancing..) so I don't know yet how to use all the work you did but it seems really great !
You're the programmer with a great teaching and visualization skill sir. You're fantastic, After Breakkeys i kind of lost hope in tutorials but after discovering your channel you're indeed a blessing for Unity developers.
dis foo stuck in tutorial hell
This is the best AD for Dots and ECS
love this style of incremental enhancement.
i not very good in English but the way you teach ..wow .! thank a lot Tarodev ..i love your video
Glad you enjoyed ❤️
Man, I really want to get into DOTS. Really seems like it's the future of Unity development.
More performance than you could ever really need, to be honest
I think it's not worth the cost of time & complexity for most projects
@@mrslake7096 Yup, 90% of indie games will never need to touch it. The ones which do will most likely only need jobs & burst.
Even for a game like vampire survivors, ECS is not really a requirement.
not worth it unfortuantely
@@MuhammadHosny0 it's absolutely worth it if you want to make games with multiplayer and mlagent ai. Infact it is necessary, my game lags so much without it, and I used a small count of very simple ai.
Yes without these 2 things, it's probably not worth it. BUT... dots isn't actually hard to figure out. The hardest thing imo in unity is multiplayer (but only because my game is complex), everything else takes a day to learn.
I didn’t quite understand what was being discussed in the 13-minute intro, but the main part about camera caching was very useful and clear.
Taro, you explained all of this so well!! I admittedly don't know a single thing about ECS, Dots, GPU instancing but even from that position, I came out of this seeing the real benefits of those systems. Awesome job and love having you back making vids :)
Ahh, thanks Nicky ❤️
Wow, its so mind blowing that often its not about the engine but the developer himself regarding how much can you extract the performance out of the engine.
This is massive, I'm making a satellite tracker that I've been trying to optimize forever and this is what I've been looking for, thank you.
Im an indie game dev, who was working on a voxel game, and my biggest issue was rendering. This will definitely help. Thanks!
This is actually very helpful. I am currently working on a Game that has to update the position of many thousands of GameObjects. I will definetly try to implement some of these things to boost the performance.
WOW! I downloaded the code, loaded it und followed you on this video. Can't believe it was this easy to follow along with you. Excellent set up of the software, easy to understand. :)
Awesome video!
Welcome aboard ❤️
This one was fascinating mate, really liked the visually focused explanations, showcasing the tangible FPS improvement along the way.
The commentary at 8:00 .... Holy shit do I feel you man!
The performance was worth the hassle I might say, but holy hell is it a hassle to find out how to do the simplest things in ECS.
Thanks for the video, very well made and really helped me out!
I will treasure this video like Golum treasures the ring.
Thank you so much, the visuals and explanations are perfect !
Caching variable does make a difference. Especially on mobile devices, where we don't have much rich instruments to optimize our projects, and we need to be sure that it work across multiply devices.
Very insightful as usual, thanks a lot!
there is really not a lot of good in depth resources about doing GPU Instancing, it would be amazing if you can a video exclusively about that.
I can do that :)
@@Tarodev Please do good sir :)
@@Tarodev I'm gonna second this suggestion, the lack of resources is really sad, it feels like there's an abyss between a mid level Unity developer and an advanced one, because these techniques are only shown through examples but barely explained in detail. Please do! Thanks in advance!
Every time I watch your videos I learn something new. A lot to try to understand but this is uber usable for my next project, Bookmark. Thanks.
Loved this video so much I had to comment. My jaw dropped when you showed how transform.position is so much more expensive than remembering one's position. Thank you! :)
Awesome video! It reminds me of Dyson Sphere Program, the devs offload everything they can to the GPU to get insane performance out of Unity
your video is really great , help me learn a lot, and seeing 10k objects on screen at the same time with high fps is so awesome and fun to watch
The most underrated technical tutorial.
You're one of the best devs in the pass it on challenge, awesome work man
wow! This blows my mind, and gives me a lot to think about and research. Cheers mate. great Vid.
I'll have to keep this in mind. Love what you do for the community!
Awesome performance comparison man!! Very thorough 💪💪
The DOTS 🐐 has landed
This dude always exploring the actually important shit. Thanks duder.
Yes, it was fun and yes, I learned something.
This is to be expected from Tarodev, but NEVER taken for granted.
Thank you Sir. Stellar as always.
Good to see you're still here, Tristan 😊
Thank you! Thank you! Thank you! I never knew of GPU Instancing Indirect! Bloody hell, that is a game changer for our Voxel Engine, so glad to have found your video and can't wait to implement this indirect instancing. 😊
Man! I think you are one of the best unity creators in yt..
Your explanation is clear and you really know what you talking about
I would love to watch a serie where you create a game from scratch using all those techniques
This is so well explained, omg I didn't even know that half the things I was already doing were optimizations in the first place.
I never used these things. I will apply some of these things to improve performance next time.
i knew from jason weinmanns gamedev show that you should do your own game loop instead of the monobeheaviours and that ECS ist fast, but your video is like a massiv sun shinning light on this topic and helping me understand, 100/10 quality content! thank you so much
tarodev is the real MVP
I am building my first physics based platformer and am getting into collision detection issues. I thought "well, that's all I can push unity to so I have to limit my game design. Doesn't feel too good, but I guess limits are limits and I have to accept them." But from now on I guess I don't have to worry anymore that my character will miss anything (collisions). This tutorial was godlike to me. Thank you so much!
Collision detection issues are (usually) not performance issues. Virtually nothing in this video will help you with those. Most likely you just need to change your important entities to use continuous collision detection.
@@raccoon1302 Hei, thanks for your reply. But actually this video helped me a lot in a sense that I see how many methods there are to spread computational requirements across threads etc.
My game does not rely on Unity's physics and I am calculating the collisions myself for superfast objects while maintaining precision. And that computations start to sum up
Can we expect some ECS DOTS Tutorials?
This could be in the cards
@@Tarodev I was going to ask the same thing ! Just want to push this haha
ECS DOTS is dead. It’s never coming out. I promise you. Not worth investing in
@@gavintantleff I respect your opinion, but you can't just put your opinion as facts. I would like to hear some stats/facts/ research that can back your answer.
@@jubinjajoria2870 the fact that most dots libraries are not getting any real work done, there are no updates or information about dots, deadlines missed significantly. Of course I can’t know that Unity is dropping it, but it sure seems to me like they are. Why they don’t just come out and say it, I have no clue.
The only dots related feature that seems like it’s being kept is tasks and burst
Your vids are amazing; fun to watch, very interesting and always filled with info.
Also love that you always include similar scenarios with the different tools we have available to show their drawbacks/advantages
Yessss a new TaroDev video, instant like.
WOW!! This was a fantastic video. I've been dabbling in learning Jobs+Burst but this demo was just amazing, gonna have to put more effort into getting my head around that .
Thanks for reminding me how much stuff i dont know
I'm here for you
That was rad. Keep up the awesome work!
Very nice video, this is the way I always work, Test everything , learn the best practices, from actual experimentation. I’m caching everything, coded for years on mobile/ switch, and those caches have an impact on a 10 to 20 times, slower Cpu. Input. For exemple is costly, more on some hardware. Plus it’s not just the call of an external function, taking time, it’s also the need for the cpu to trash the data and code cache. Making the functions coming after slower, because of it
The numbers just feel so good to look at because the font you use is the supercell font, which is just hilarious. Makes me think 12 fps is good.
Insane how big difference some of these technologies make. It really opens up options for new games or features while keeping really good performance.
So love your channel Taro ❤ it could touch my feeling again about development industry
Absolutely love this content. Thanks for taking the time to systematically clear these things up and visually show the difference.
No problem, it was a lot of fun 😊
Thank you for just getting to the point.. my attention span is fried I was reluctant to even watch this, but you drew me in with the up-front examples this was awesome!
I'm catering to people like myself (and you), who don't want to hear the life story of the dev
Video idea related to this: how to properly benchmark & profile. Recently there are new tools like memory profiling. A deep dive especially by you who has shipped actual titles would be very interesting. Thank you again!
One benefit of caching stuff is that it becomes much easier to rearchitect your code to use stuff like the Job System or even convert everything to ECS if needed.
Already do my own manager loop instead of monobehaviors but seeing the jump that Jobs+Burst makes me want to stop being lazy and properly learn Jobs, thanks!
GREAT VIDEO!. i really like these comparison videos.
very useful and descriptive thank you!
I learned something.
Thanks.
I love your videos. very informative.
looking forward to your next video.
DOTS are hard.
Amazing how you can write them as if its nothing.
I hope I can become a great coder like you one day~
if possible, please make more video on dots in the future.
or other performance related topics are fine too.
More DOTS? Can do!
One extension about the interaction with GPU based tech in general (say sea waves). GPU algorithm will do million calculations per frame to render the height of the waves, but your boat will do only 10 samples on CPU to get to the wave height underneath it. So, GPU sea everywhere, but CPU sea around the boat.
Dude, that's crazy :,)
I can see myself using it for bullets in my top-down shooter game
Fantastic - great examples!
Subscribed, just another very cool content. Thank you.
Man, I missed you!
This video is Amazing!
Thank you :D
What an excellent video! Advanced concepts, smooth implementation and succinct.
I'd love to have this exact same thing for Unreal Engine and to be able to compare both, but I see you focus exclusively on Unity.I've got a bit to learn about Unreal and shaders before I can do this but I definitely will at some point.
Thanks for sharing your knowledge!
I would absolutely love to see an Unreal comparison. UE is looking INSANE recently.
Legend mate. Very insightful!
You just converted me to a DOTS believer. I didn't really care until this video + knowing some stable release seems to be on the horizon... :) I'm diving in!!
Basically an entire intermediate computer graphics course in 10 minutes. Bravo!
no
Really impresive experiment!
I’m 100% sure that we are not using same cubes with you. On every single video how can you manage to create amazing scenes with just cubes? Great work and great video !
I've trained in cubism for years
Great vid! :) Was always undecided over individual scripts compared to a single loop.
Thanks for this insight on performance! It's a huge aspect of development I'm personally interested in :D
If you need new topics, you could share tips to reduce the final data volume used by the build (sometimes I see games that take so many Go that I don't even understand how they have reached so much! Even considering a lot of textures midmaps and full assets integration).
Damn, that's a great video idea. It's something I could also learn a bit about, too. I've done this a few times on previous project deployments, but I feel there's a lot to learn.
i like your rendering style, good job!
Really great and intelligent video, I can tell you really know what you're doing which is refreshing to see on youtube :)
Glad you enjoyed ❤️
Great work! One of the best gamedev videos I stumbled upon in a while!
I haven't programmed anything in Years and never used unity but this video was still auper interesting:D. Amazing presentation:D
I just discovered your channel today, and noticed there has not been a new video for a few months. I don't want to add to the youtuber-hamster-wheel pressure, so I'll just say I love your stuff, it is rare quality among lots of mediocrity, and if your life is in a place where you feel like continuing to make quality Unity gamedev content, I'll watch it immediately :)
Amazing stuff. I'd bet anything a lot of triple A devs would get to about 4 on your list and call it good enough. On that note, you should give Colossal Order a hand to fix the mess that is Cities Skylines II.
Solid work, subscribing.
Welcome 🙏
This was very interesting and I didn't know those APIs in Unity for GPU instancing yet
This is really good. Please more!
Some big surprises here, thanks!
that is very nice! you should show how many polygons are there which is more accurate
Amazing video, thank you so much for making this!
This video is pure gold 🥇, thank you❕
Amazing video again, I was wondering how to do gpu instancing and this really helped :)
Now subscribed, very useful stuff here! Thank you.
Love these tests!
I love these new test and experiment videos , keep it up man💜
So Titan Smasher on Blackthornprod's channel. Just had to swing by and definitely say you did the best out of everyone. I know very little about making games but you got way more done had great ideas and definitely made it more fun. Great job. You should start the next one.
I got SMASHED in the comments on that one, heh. Deleted too many previous changes. Redeemed myself on Mothership, though :)
@@Tarodev I thought you did good man keep it up. I'll check out the mothership one too.
@@inspectorsteve2287 report back here with your thoughts 💭
@@Tarodev ok I watched it. Still think you did the best. I like how you got to finish it. Only one criticism. You might know it knowing the only 2 videos I watched. Lol You added pretty much the same thing, a massive enemy to take out while taking care of the smaller tasks. I get it I like main objectives too. But it could be a how long can you last type game as things get harder and harder too. That's it. Just a small thing coming from a non game maker, just a fan. I have one question why did you pick unity and not Unreal Engine? I don't know how to code but would like to make a game. I know Unity has Adventure something I can't think of the name and Unreal has a make a game using no coding. I would like to move to coding eventually so that's why I was wondering why Unity? Sorry this is so long.
@@inspectorsteve2287 As the game is primarily for a video, and only about 2% of people actually play it, I push the experience to whatever would be the most fun to watch. Bosses are usually always at the top of entertainment value.
I choose unity as it has a great community and I already knew C#. UE is equally fantastic, but pushed more for AAA. The tools they have been releasing recently are absolutely insane.
Insanely helpful to see these steps broken down like this, thanks for the video :)
Awesome content, thank you!
Incredible video, well done!
Absolute god tier content.
I am counting on you for a 10 vidéo séries on GPU instancing and another series for DOTS now 😇
Great video 👏 It would be interesting comparing these techniques to using VFX graph.
Thank you so much! This is so helpful!!
Wow, a really incredible difference. Thanks for the video!
I haven't done anything with multithreading. Do you have a video about the job system, or one planned?
Lots of requests, so I'll do a jobs video 😊 shouldn't be too long
@@Tarodev Awesome :D
Great video, needs a follow up!!!
great video as always. super useful to get started choosing optimisation techniques. It's so tempting to implement ECS once it enters 1.0, even for just the sub-scenes, but it's probably way too risky for games that release within 12 months... >:(
taro your knowledge and depth of skill in unity coding is just in another level
i had never found this concepts any where else on internet (surface web at least)
good job comrade
and 1 question: how many years of skill u have in unity or how many hours of practice you have?
Programming professionally for 15 years. Not actually sure on my unity years 😅 bit of a blur
@@Tarodev man your a pro for real;
im starting to make a course for unity and a bit worried if unity gonna be replaced by unreal engine 5 because of graphics
i mean, what is your insight about it? thanks a lot for replaying
@@imania5373 UE is indeed way ahead on visuals and will most likely always be, but... Think about what it takes to create a full game with high fidelity visuals. An entire team and years of work, basically a AAA effort.
So ultimately I believe UE is better for people who wish to work in AAA or in large teams. Unity reigns supreme for Indie and solo dev.
You see lots of cool tech demo's in UE, which new devs gawk at and immediately start learning UE. What they don't realise is that game plays like absolute trash and is just a bunch of purchased assets and a basic controller, there's no substance there. It tricks them into thinking making huge impressive games is easy.
So no, it won't replace. They both have a place in this world.
@@Tarodev thanks a lot man,
precious information
8:36 this is awesome! Too cute. 😍
Waouh! What an amazing and instucting video ! Thank you so much.
As for caching, it should also be noted that there is one genuine downfall a lot of people forget about. Memory usage. On modern computers this is less of an issue, but if you're targetting older mobile devices for example, this can be a concern.
You could make your own abstract MonoBehaviour implementation (call it ExtendedBehaviour or something for example), and cache certain components like the transform then make all your scripts utilise ExtendedBehaviour instead, but now every single script additionally has to store said field in memory.
Really there is no "#1 answer" and your use case will always differ to others, so it's best to do your own experimenting. And generally, when it's stuff like this, normally I'd argue general readability and maintainability should take precedence in 90% of scenarios. When you're in those 10% of scenarios where the additional extern call legitimately makes a big difference, you'll know; any time before then is potentially likely to be premature optimisation at the cost of readability and time. We're here to have fun, not pull hairs for an eighth of a frame per second.