How to Improve a Games Performance to ‘Perfection’ | 10 Tips | Unity3D

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  • Опубліковано 19 чер 2024
  • Learn how to Create Games in Unity from my friends at GameDev.tv (Affiliate Link): www.gamedev.tv/p/beginner-uni...
    🍂 Twitch: / yagmanx
    ❤️ Patreon: / yagmanx
    🎵 Spotify: open.spotify.com/artist/6LNpY...
    🎮 Play my free game, Perfection: yagmanx.itch.io/
    🌲 All social links: linktr.ee/YagmanX
    🎁Buy me a gift: throne.com/yagmanx/wishlist
    💛 Say Thanks: paypal.me/YagmanX
    Apologies that some of the examples are low quality, I also wrote this post mortem in a written blog with higher quality images as references to all of the points made: / 10-tips-how-to-improve...
    Useful Links:
    Exploring Dot Proucts in Unity: • Exploring Dot Products...
    Occlusion Culling Unity docs: docs.unity3d.com/Manual/occlu...
    Unity Europe 2017 - Bake it 'til you make it: An intor to Lightmaps: • Unite Europe 2017 - Ba...
    Optimising Garbage Collection in Unity (Update and Coroutine): learn.unity.com/tutorial/fixi...
    Settings Menu in Unity: • SETTINGS MENU in Unity
    ---------------------------------------------------------------------------
    🌼My Setup (affiliate links)🌼:
    ○ Camera Body (Canon 700D): amzn.to/3xW2Ihy
    ○ Camera Lens (18-35 mm Sigma): amzn.to/3QstTXX
    ○ Motherboard (ASUS TUF Gaming X570-Plus ATX): amzn.to/3QNYKOs
    ○ Processor (AMD Ryzen 7 3700X): amzn.to/3QJ4p8k
    ○ Microphone (Blue Yeti): amzn.to/3Cd7YQ2
    ○ Headset (Logitech Wireless): amzn.to/3JVH016
    Music from Epidemic Sound (30 day free trial): share.epidemicsound.com/xyz67b
    0:00 - Intro
    01:27 - 1: Profiler
    02:31 - 2: Camera Renders
    04:29 -3: Use Layers
    05:29 - 4: Optimise Your Models
    08:15 - 5: Draw Call Batching
    10:43 - 6: Occlusion Culling
    14:00 - 7: Light Baking / Lightmaps
    16:27 - 8: Optimise Your Code
    22:25 - 9: Optimise GameObject Components
    25:27 - 10: Quality Settings
    26:40 - There Will Be Bugs
    28:35 - Outro
    30:17 - Patreon ShoutOut
    Music:
    Prepare for Perfection - Perfection (Original Soundtrack) by HoriZen Productions: open.spotify.com/track/6arZYo...
    Lone Harvest by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/...
    Source: incompetech.com/music/royalty-...
    Artist: incompetech.com/

КОМЕНТАРІ • 391

  • @yagmanx
    @yagmanx  2 роки тому +62

    Learn from my mistakes in this post mortem of my first Unity game, Perfection, and learn tips to improve your own games performance!
    Check out the free horror indie game Perfection: yagmanx.itch.io/perfection
    Apologies that some of the examples are low quality, I also wrote this post mortem in a written blog with higher quality images as references to all of the points made: medium.com/@yagmanx/10-tips-how-to-improve-a-unity-games-performance-to-perfection-noob-friendly-9b906082bf82

    • @themarlboromandalorian
      @themarlboromandalorian 2 роки тому +2

      Well you're stupidly good looking. And a genius by the looks of things. You won the jackpot by all standards.

    • @VladIDrago
      @VladIDrago 2 роки тому

      Ok, made in Unreal I hate Unity...(the interface is total from '90s).

    • @davedogge2280
      @davedogge2280 2 роки тому +3

      This is great reminds me of Brackeys who I miss.

    • @yagmanx
      @yagmanx  2 роки тому +8

      @@davedogge2280 Thank you, that's a wonderful compliment as I also miss Brackeys! His videos helped me so much throughout my university course

    • @tylerhurdle
      @tylerhurdle 2 роки тому +4

      @@themarlboromandalorian There's a time and a place for every statement.
      You succeeded at neither the time, nor the place. 👎

  • @keftarkbarin9362
    @keftarkbarin9362 2 роки тому +85

    If you want your GameObjects to be visible without being public, you can put [SerializeField] before. It will be visible in the inspector but still private.

    • @FlotzOnYou
      @FlotzOnYou Рік тому +5

      It's not performance related, but using public is bad practice in 90% of cases. Using serializedField + Setters and Getters is a much better approach for clean code and decoupling

    • @tropochito
      @tropochito 11 місяців тому

      Or use Dependency Injection and get rid of the 90% of the inspector setups

    • @regular-user
      @regular-user 11 місяців тому +1

      I had no idea I was using dependency injection until you mentioned this and it triggered my curiosity, so I googled it to see what it was.
      I am someone who tries to think before coding to see if there is any other way I could do something to minimize code and improve readability. Crazy how the mind comes from alone to these solutions and you don't even know there is always an existing term for that.

    • @chrono9503
      @chrono9503 10 місяців тому

      @@FlotzOnYou why is using public bad?

    • @FlotzOnYou
      @FlotzOnYou 10 місяців тому +1

      @@chrono9503 because it's not the right encapsulation most of the time. Public means the property is exposed to reading and writing by a foreign class, which you don't want most of the time

  • @FenixCoffey
    @FenixCoffey 2 роки тому +4

    Love to see that you're still around and uploading! Looking forward to giving this a watch! Even though I have absolutely 0 plans to do anything with the knowledge you're about to share with me, I love content like this. Always awesome to see behind the scenes on game development!

  • @AcrylicPixel
    @AcrylicPixel 2 роки тому +116

    Very informative! With a background in 3D I was shocked at the number of polys on the plant. But if you don’t have a background in 3D it’s not very shocking I guess. Glad to see the improvements worked!

    • @yagmanx
      @yagmanx  2 роки тому +12

      Thanks I'm glad to hear it. Yes, it was quite a shock! Had to just remove that plant in the end 😅

    • @MFKitten
      @MFKitten 2 роки тому +5

      When you see the kind of optimizations and efficient modelling methods used in AAA games, you realize how much devs strive to minimizes polys and stuff. I've seen wireframe models of things that shocked me, because it did NOT look like it was that low poly in-game!

    • @OverAndOverAndOver
      @OverAndOverAndOver Рік тому +1

      Just from personal modeling experience and 2 years of a grade school 3d class, I too was blasted back by the polys of the plant 😂

    • @bradjones7491
      @bradjones7491 Рік тому +3

      @@MFKitten you'd be amazed at what a good texture/shader combo can do.

    • @Dylan-go5iv
      @Dylan-go5iv Рік тому +2

      @@yagmanx I know I'm super late here but on the subject of that plant (and other models with similar poly count issues):
      On your decimate modifier at 7:19 you could select the "Planar" option and set its Delimit mode to "UV". This would decimate the model whilst performing calculations favoring the original UV layout more than other options would.
      Obviously not as good as making a low-poly version yourself, but it's a closer result that can work just fine with many basic props.

  • @paliing
    @paliing 8 місяців тому +2

    I don't know what I'm doing when it comes to programming(and anything else) but this video was sooo good. You've structured and inform everything in a super easy a digest way. You go sister!

  • @johnmccarrick3123
    @johnmccarrick3123 2 роки тому +23

    Currently embarking on my third attempt for making a game in unity - your channel is a life saver! I had no idea you could use layers for 3D elements!

    • @bradjones7491
      @bradjones7491 Рік тому

      if you write a bit of code you can actually add sorting orders to 3d meshes as well which is incredibly useful and I never understood why it wasn't buitlin.

  • @patricktalksalot427
    @patricktalksalot427 2 роки тому +31

    This is so extremely helpful! When I'm watching other devlogs they always get to a point where they simply "optimize", but they never explain what there doing! This is an extremely useful checklist to go through for all your games and I definitely plan to integrate this into my workflow! Thanks again for the great video!

    • @yagmanx
      @yagmanx  2 роки тому +5

      Glad it was helpful!

  • @BerndXYCV
    @BerndXYCV 2 роки тому +28

    I'm maybe a bit late on this video but one thing that helped me a lot when i started, was learning about Object Pooling.
    Basically if you have certain objects that have to appear and then disappear frequently (like enemies for example that appear when spawning and disappear when dying), instead creating and destroying the object simply activate it and deactivate it.
    Usually i have a script that manages a certain amount of objects that are deactivated on the start of the game and when i need one or multiples of it, I ask the ObjectPoolManager for those objects, set them active, set up any components they might need, initialize their starting parameters and send them on their way. And if they have to disappear, just deactivate them because the ObjectPoolManager has a reference to them and can easily find them for future activation.

  • @digiross7199
    @digiross7199 2 роки тому

    Great content, found it right before I start my first big project. Love your video style, quirkiness, personality. I'm now a fan. Much love!

  • @XRelabs
    @XRelabs 2 роки тому +3

    Thank you a million, you made the job easier in talking about all the optimization issues in one video, you made our life easier , thank you🙏 😍

  • @Nazgul
    @Nazgul 26 днів тому

    Ok, I've watched this video for about 1-2 seconds and already.... clicked Like and subscribed! Thank you for instant atmosphere of joy and positivity.

  • @manzdeh
    @manzdeh 2 роки тому +34

    Great video! I know it’s been a lot of work to get it to this level of performance, and I commend you for your hard work and dedication. It’s not easy to go back to an old project and work on it again after many months/years have gone by, so amazing work!
    I work as an engine programmer myself and, as you can imagine, performance matters a lot to me. So for me it was really nice to see a video like this and I hope you continue your journey into optimizations and performance.
    If you’re interested, one of the things you can look into is Data-Oriented Design. It’s a pretty interesting topic (at least to me😅) that approaches performance in terms of hardware characteristics and how memory works under the hood. I know Unity has an implementation of an ECS nowadays (which uses Data-Oriented Design principles behind the scenes). I don’t know how good or practical the implementation is, because I’ve never used it myself, but I believe they’ve really focussed on it heavily in recent years. So that might also be an interesting area to explore in the future.

    • @yagmanx
      @yagmanx  2 роки тому +4

      Thank you for the advice!

    • @FlotzOnYou
      @FlotzOnYou Рік тому

      Do you think such architecture can be relevant in this kind of game? I haven't deep dive into the topic yet, but to me it seems like only games with a massive amount of objects can really benefit from it (or in competitive multiplayers where performance is everything, but it sounds like hell to design and maintain)

  • @azrhyga
    @azrhyga 11 місяців тому

    Awesome video showing the tips than you used for optimize your game!! Thanks for sharing it!!
    Also good luck working on "Perfection" new content!!

  • @ManusLlane
    @ManusLlane 5 місяців тому

    Really great video. I love your enthusiasm about gamedev which I share and your tips were very well explained. Eye opener to be sure.

  • @javipamp
    @javipamp 3 місяці тому

    Thank you so much for your sympathy, energy and shared knowledge. Great video!!

  • @elijahhamilton1920
    @elijahhamilton1920 2 роки тому

    Thank you , you have no idea how much this helped and on what project!!! You are amazing have a great day.

  • @y01cu_yt
    @y01cu_yt 5 місяців тому

    Thanks for sharing your experiences with us!

  • @XearosDisaster
    @XearosDisaster 2 роки тому +1

    this was truly the most enjoyable video that i've ever watched the entirety of without understanding. :D this was presented really clearly and articulated accessibly.

    • @yagmanx
      @yagmanx  2 роки тому

      Haha glad to hear it lovely 💖

  • @EckosamaGhostTsushima
    @EckosamaGhostTsushima 2 роки тому +3

    i followed you back when i was into programming and trying to make games. i switched back to what i have been doing for almost 2 decades which is art and making art, possibly for games. but i am alot happier. there are people who should create the code and there are people who like concepts only and not the technical and admirably complicated part of the game making process. seeing this makes it look even more layered than i had remembered. still love games though and happy to see what you are working on.
    my life was so much worse when i first started watching your videos. its gotten better but i am a ways off from my artistic goals. keep uploading videos especially upcoming projects related, its always cool to see.

    • @yagmanx
      @yagmanx  2 роки тому +1

      This is really interesting to know. I'm so glad you're in a better place now, it can take a long time to know what really makes us happy. Best of luck for your future :)

    • @jvukovic4
      @jvukovic4 2 роки тому

      you should try unity bolt

  • @CorckSnipe
    @CorckSnipe 2 роки тому +15

    Hey there, just an extra tip.
    I see a lot of professional games using different meshes for an object visual aspect and its collisions.
    Making a simpler more lightweight mesh for an object's collisions could help you optimize the game a bit while keeping mesh colliders.

    • @yagmanx
      @yagmanx  2 роки тому +1

      This is a very good point! Thanks for pointing it out :)

    • @bradjones7491
      @bradjones7491 Рік тому +4

      would still be more performant to just use a box collider or set of box colliders, the code that has to run for mesh collision is just more advanced than checking if a point is within the bounds of a cube.

    • @0xlapras646
      @0xlapras646 Рік тому +1

      @@bradjones7491 Any documentation on the algos used for that calculation? I'm certainly curious what the Big-O is (you are certainly right, Im just curious to what extent the difference in performance is)

    • @bradjones7491
      @bradjones7491 Рік тому +2

      @@0xlapras646 I mean you would just have to look up how to do it from scratch, but checking boundaries of a cube is mathematically significantly simpler than check the bounds of a complex mesh.
      for example you could easily determine if a point falls within a volume of 1, but a mesh collider has a non standard volume so you would first have to determine the volume before checking the bounds.
      Mesh colliders are used extremely sparingly in general, and mostly just for simple shapes like ramps and sometimes terrain.
      As for the extent of the difference I couldn't say for sure but I'd assume it would be fairly significant since almost every AAA game in existence utilizes the multiple simple colliders method.
      Mesh colliders should only really be used when the alternative is prohibitive, such as with a massive object like a terrain, where aligning individual colliders would take thousands of hours.
      Basically mesh colliders are time savers, but are overutilized by people who get lazy, and by doing just a bit more manual setup you can often avoid the additional overhead.
      Another thing to consider is that often times mesh colliders fail at detections where a box collider would not. While it's pretty unordinary and example of this can be achieved by moving an object at incredible speeds, if the wall is a mesh collider it has a significantly higher rate to allow the object to pass through than a cube. and This is because mesh colliders don't really have thickness so if the physics calculation somehow places that object on the other side then the collision will not be detected, whereas with a cube the object would need to reach significantly higher speeds to breach it's entire bounds, and you could make a wall have theoretically infinite thickness to make it basically impossible to clip into.
      As a side note about the fail rate of physic detection this mostly occurs because physics calculations are done on an independent update loop that has it's own time scale so a significantly large movement in a single update of that tick function could offset the object further than the collision is detecting thereby avoiding the collision detection entirely. This is because most physics systems don't calculate along the traveled vector when determining collision, rather they only check for the position at that frame of the tick update. That is to say, that if an object moves farther than the entire collision's size in less than 1 physics update tick, then that collision will not be detected.
      That also leads into another slight tangent about unity in particular, where people think that unity's physics engine is very inaccurate, but this is actually mostly caused by people never changing their physic's tick rate under the time settings in unity. By default I believe it is set to a tick rate of 0.10 which is 10 frames per second and is pretty inaccurate, allowing for most "fast" speeds to easily clip through collisions.

  • @redflag4255
    @redflag4255 2 роки тому

    Really informative! Gret work putting this together

  • @Kingstantin
    @Kingstantin Рік тому

    Exactly what I needed to know to push the performance of my VR game. Thank you!

  • @DodZz666
    @DodZz666 2 роки тому +3

    it s really cool watching your journey from a game fan to a professional game creator .... plz post more unreal & unity content

  • @GalvenGoldwind
    @GalvenGoldwind 2 роки тому +1

    Thank you for the tips and for breaking it down! Optimizing has always been a little bit of a mystery to me.

  • @alexdacat
    @alexdacat 2 роки тому +5

    The way you are decimating the models is perfect for LOD! I would highly suggest checking it out if you haven't already.

  • @raveli4342
    @raveli4342 2 роки тому +2

    Hey, just wanna say thank you for this tips for designing Unity Games, right now im designing a tool for simulation of a hospital enviroment using unity and these tips really help a lot, hope to see more on game design tips !

    • @yagmanx
      @yagmanx  2 роки тому

      I'm so glad to hear that these tips could help you! Best of luck for your tool :)

  • @Mrjononotbono
    @Mrjononotbono 2 роки тому

    Thank you! Great video. I’m a beginner and this has been so helpful. :)

  • @qualix7
    @qualix7 2 роки тому +1

    Wow. This video is awesome! I haven't even made a game yet, but I'm already spinning these ideas into my thought process for when I find myself working out how to implement features or problem solve. Very nice!

    • @yagmanx
      @yagmanx  2 роки тому +1

      Thank you and good luck with any future games!

    • @qualix7
      @qualix7 2 роки тому

      @@yagmanx thank you for the reply and the kickass video!

  • @ketchusenfu7572
    @ketchusenfu7572 2 роки тому

    Never thought I'd fall in love through a Game dev tips video.

  • @lexxynubbers
    @lexxynubbers 2 роки тому

    Very well explained at a level that I find accessible.

  • @3d8bits44
    @3d8bits44 7 місяців тому

    Thank you for sharing, I will release a small indie game soon, and your advice was really helpful!

  • @kira_io
    @kira_io Рік тому

    really great video >w< i really need to use the profiler more. also your eye shadow is so good omg t_t

  • @ImScorpy
    @ImScorpy Рік тому +2

    Helped me a lot! Especially the part where you mentioned that every single mesh in your game was a separate mesh despite them being exactly the same. I went through the many buildings in my game and noticed that every single one had a separate mesh (something dumb that probuilder did), so I made all of them into a single mesh and it helped an unholy ton with the performance!

    • @janda2304
      @janda2304 Рік тому +1

      I suggest doing probuilder - export and export all of those meshes to a fbx or obj file. Afaik probuilder for some stupid reason rebuilds your meshes at runtime every single time the game (scene) is loaded.

    • @ImScorpy
      @ImScorpy Рік тому

      @@janda2304 Would be good if more game dev tutorials would warn you about it lol. In my first few days of Unity I was told to use probuilder and only 2 years later am I finding out it's a bad idea

  • @TYNEPUNK
    @TYNEPUNK 10 місяців тому

    great optimisation tips and well described. cheers.

  • @diablo930
    @diablo930 2 роки тому

    Really nice recap useful for all type of users !

  • @TheDrsalvation
    @TheDrsalvation 2 роки тому +7

    As for LOD'ing, I find it better to have the high quality / mid quality / absolute low quality. Mid quality should be the default, high should only be shown in either cutscenes or when very close to the model, so make sure your decimated models are in the 'mid' quality to make it the default. Low quality should be barely there, just to indicate that something's there.
    The best way to verify LODs is by switching to wireframe mode (or use wireframe selection) and move the camera backwards until the wireframe becomes a solid color, then you can switch to a lower LOD.
    I've seen asset store models that use like 5 LODs which is doing its job to optimize, but not as good as it COULD be, by having that many different models compared to all the vertices rendered at real time, the 2nd and 4th LODs will barely make any difference, but just add heap to memory, which as I said, still optimizes, but it nerfs the potential result.

  • @arabcode3807
    @arabcode3807 Рік тому

    I started watch the video for fix my game but after few moments i found my self just looking at you and forggot the toturial so beautifull 🥺

  • @Wolfie5309
    @Wolfie5309 Рік тому

    Lots of good information. Have a new subscriber!

  • @TimM-kz1vl
    @TimM-kz1vl 7 місяців тому

    Holy crap this is so useful! I'll be honest that I had to pause every section and look up what you're talking about, but holy crap! I'm trying to make a low-poly action game that's as easy on computers as possible so this is insanely useful!

  • @davidmoyam.1439
    @davidmoyam.1439 2 роки тому +1

    Woow very nice, It's interesting to see you working with unity in your channel, I love c# so this video it's more interesting for me ;)

  • @cyborax
    @cyborax 9 місяців тому

    Thank you for this Video!

  • @Zoddom
    @Zoddom Рік тому

    I didnt even understand like half of what you said, but for some reason I watched through the whole thing. Well written!

  • @sandraeise9080
    @sandraeise9080 Рік тому

    very informative ! thank you :)

  • @Daviality
    @Daviality 7 місяців тому

    Thank you for this helpful Video! 👍
    I'm working as a XR Developer and I had performance issues with my game on my standalone PICO VR Headset, where high FPS is needed.

  • @arifcandraprasetya3865
    @arifcandraprasetya3865 11 місяців тому

    I'm using your videos as a citation on my thesis :))

  • @Hexful
    @Hexful 2 роки тому

    Love these types of videoes! 🙏🙏

  • @whiterice6016
    @whiterice6016 2 роки тому

    Wow, very informative. I will be using these methods and techniques in my own games as well.

    • @yagmanx
      @yagmanx  2 роки тому

      So glad this could be useful for you

  • @MasterRawl
    @MasterRawl 2 роки тому

    Great video! Game design is so interesting. Cheers.

  • @francescagreetham1804
    @francescagreetham1804 2 роки тому

    Love the honesty with the light maps - really made me laugh. Faking it with post processing in this context sounds good to me 😂

  • @mathieso2000
    @mathieso2000 19 днів тому

    Wow, great work! You're skilled in video making and explanation, as well as game dev. I want to be like you when I grow up. I'm only 64, so I have some growing up to do.

  • @MaximumAxiom
    @MaximumAxiom 2 роки тому +2

    If I understand the problem correctly about the collision thing at 22:15 you might want to do a distance check between the object and the player first to see if the object is even close enough to worry if its colliding. If the player was moving really fast that might cause the player to move right through things but it didn't seem like a problem your game would deal with.

  • @alfonzo6320
    @alfonzo6320 2 місяці тому +1

    The fact that you exists gives me hope lol. i'm not chasing unicorns lmao!
    Ooh, and nice tutorial btw !

  • @xfurytm603
    @xfurytm603 7 місяців тому

    Very very helpful ❤
    Thx

  • @hilbertsla1986
    @hilbertsla1986 Рік тому

    this video helped me a lot ty

  • @hlib512
    @hlib512 2 роки тому

    Thank you! Wery helpful video for me!

  • @harry6270
    @harry6270 Рік тому

    Thank you so much! I learned so much in this video and my framerate, on average, has increased by 20fps. Until this video, I didn't know about Occlusion Culling so I decided to write a script that would only render parts of the level the player was in. It was basically a worse version of Occlusion Culling. Soooo there goes hours of my life I will never get back.

  • @bahaatuffaha6607
    @bahaatuffaha6607 2 роки тому

    Thank you ❤ this video was very informative...

  • @eruchii7200
    @eruchii7200 2 роки тому

    Finally, a real solution to a real problem. Great Video!

  • @bergie8342
    @bergie8342 2 роки тому +1

    Glad I caught your upload before work this time!
    I’m unsure about what I wanna do at the moment. But I know I want to go into digital art and have considered making my own game. But I don’t know a damn thing about making games, I’d rather work on the artistic side of things. This information is useful though, in case I do try to make something out of my ideas. Thanks, stranger. Take care and be safe

    • @yagmanx
      @yagmanx  2 роки тому

      Take it one step at a time. It sounds like you know roughly what you want to do. Maybe just find a weekend to play around in unreal / unity and see how you find the game engine? Try and stick to small, manageable projects or even follow a tutorial and then mix it up to add your own style. Have fun! Wish you the best :)

    • @bergie8342
      @bergie8342 2 роки тому +1

      @@yagmanx I’m unsure if those programs do it but I think if I ever do make a game it’d be pixelated. If you’ve ever heard of Octopath Traveller, that’s the closest thing I’ve seen to the art style I would like. Not exact, but definitely close to it. Not sure if those engines offer that kinda stuff. Either way it’s like 5 years away lol. Thank u stranger for your kind words

  • @Silver-nm2if
    @Silver-nm2if 2 роки тому

    This is great thank you so much.

  • @o0Harryy0o
    @o0Harryy0o 2 роки тому

    Doing some research before deciding whether to embark on my own game development journey. This has shown me there's a lot more to understand 😂

  • @Dogedevcd
    @Dogedevcd 2 роки тому

    I needed this

  • @karue7581
    @karue7581 Рік тому

    Great video!

  • @lawrence4301
    @lawrence4301 Рік тому

    this is so fucking good/helpful, thank you/please release more shit
    appreciate the broad range of things you cover for performance savings & real life example

  • @TomasEPC
    @TomasEPC 2 роки тому

    great video, really useful

  • @StigDesign
    @StigDesign 2 роки тому

    Really Great tips :D

  • @user-em9su3dd9y
    @user-em9su3dd9y 2 роки тому

    Super useful tips - thanks! Can feel the game breaking bug "kick in the face"...

  • @devilsolution9781
    @devilsolution9781 2 роки тому

    Bit of a gold mine this, i watched it on sat after 10g of mushies and thought id landed in the future. This is great.

  • @MrSmileyPVC
    @MrSmileyPVC 8 місяців тому

    Very good video! I do a lot with modeling and building worlds for VR Chat and when using Unity, it can be a lot to get the max performance I want! I plan on doing Blender tutorials on how to build great models for low cost on performance 🙌 LOD is really good too and worked magic when I was making a corn field that would be rendered in a VR Headset such as a Oculus Quest

  • @krishnansubramoni7801
    @krishnansubramoni7801 2 роки тому +2

    Great video 🧡. I have one tip for artists and one for programmers:
    Here's a tip for any artist who is going to attempt to make a game - TAKE A COURSE IN PROGRAMMING! I work with and have had to optimize levels created by artists who didn't know the meaning of the word "performant". So please just take a small course in programming. It'll help you immensely.
    And for all the programmers out there, here's a different tip : complex =/= good. Don't write extremely complex, hard to read code if you can achieve the same result by simpler, more basic means. Keep It Simple and Stupid - K.I.S.S
    There are so many Unity store assets that are just horrible when used without thinking - both in terms of art assets, AND in terms of tools and systems. You would be surprised at the number artists who don't know what being performant means, and ALSO, you would be surprised at the number of programmers who don't know how to keep code simple and clean.

  • @TheKustomphaq
    @TheKustomphaq 2 роки тому

    Pretty good! Unity beginners should see this video! BTW, you should switch your unity editor to Dark theme :)

  • @TracknJoy
    @TracknJoy 2 роки тому

    Salut Bigkam! Heureux que tu as aimé la Pixel Days qui reste en 2022 un must! Vraiment honoré de t'avoir croisé et d'avoir tourné une vidéo qui (spoil) sortira mardi 3 mai!
    En espérant pouvoir à mon tour me déplacer chez vous, à la Hedge convention par exemple j'en rêve!
    A plus l'ami
    Alexis

  • @enitalp
    @enitalp 2 роки тому

    converting the material of repeating object to material instance, ca would improve greatly performance without changing polycount . very well done video.

  • @midicreations2813
    @midicreations2813 2 роки тому

    Thanks for your tips, I had to optimize my game for the Oculus Quest.
    Very important: remove mesh colliders from models that you buy, sometimes they come by default with mesh colliders and you even dont know.

  • @Choco-sk2gj
    @Choco-sk2gj Рік тому

    Very useful tips thanks

  • @saukl2395
    @saukl2395 Рік тому

    That's a pretty good underated video here.

  • @Sancarn
    @Sancarn 2 роки тому +6

    22:09 - "If you know a better way than to turn things off with collision let me know" - I'd imagine that the best way is finding if the centroid of your player is within a bounding box. I'm not sure how you'd do this in unity though, but even using collision with a point object would be better than collision with your player object.

    • @riperchetobg
      @riperchetobg 2 роки тому +3

      Collision detection with triggers would be better, due to unity using an octree internally to do the same thing a lot more optinized

  • @yudanaim6849
    @yudanaim6849 2 роки тому

    Love this video

  • @at930pmgames
    @at930pmgames 2 роки тому +2

    Great video and very helpful, i struggled in my game when i used a second camera for water reflection; im gonna see if i can turn it off and only use it when the player is near by, but the problem is that my game is multiplayer so its kinda tricky and its a racing game.
    What im worried about is that when the player is near the water and the cam turns on, he would get a sudden loss of fps. Guess i would have to try and see how it looks.
    As for a side note, i prefer to avoid using many public variables (min 20:54), only when need to be read by other script, and use instead SerializedField, as it shows in the inspector as well and can drag and drop keeping it private. Example: [SerializeField] private GameObject myObject;

  • @underratedtheboi7595
    @underratedtheboi7595 2 роки тому

    You are so sweet thank you for the great explanation 😊 💛

  • @rexxthunder
    @rexxthunder 5 місяців тому

    I'm an effects artist, you can also batch particle materials by making basically a sprite sheet of textures and using the separate cells as particle textures. This is really good for mobile effects.

    • @rexxthunder
      @rexxthunder 5 місяців тому

      ...and use one material.

  • @christopherhodge
    @christopherhodge 2 роки тому +2

    Great video on some optimization fundamentals. I'd also look into Tasks as an alternative to coroutines. They offer things that coroutines can't like return values, and they work asynchronously so you can await on them. A little bit trickier to implement, but you won't be sorry for learning it. Also, Camera.main will return you the main camera, so you don't need to FindObjectOfType, but a better approach may be to use a singleton pattern to manage things you need direct access to, or a static class which can store information you use consistently. Great video though and good luck with your game :)

    • @Lordilucas12
      @Lordilucas12 2 роки тому

      aren't tasks internally ran kind of like coroutines? It might be easier to optimise code with tasks but it's not directly faster right?

    • @christopherhodge
      @christopherhodge 2 роки тому

      @@Lordilucas12 Very similar in terms of operation, but less garbage collection with Tasks (and less garbage collection ultimately means faster), and they have more options for returns / awaits. They are a little trickier to use, but they are also a little cleaner to use once you have it setup. It really depends on the use case you are after.

    • @PhaaxGames
      @PhaaxGames 2 роки тому +1

      Coroutines CAN have return values, you just have to write your own StartCoroutine alternative which intercepts the return ... Here's a pseudo-code example of how it works:
      if ( coroutine.MoveNext() && coroutine?.Current is T returnValue ) {
      return returnValue;
      }

  • @sassuskrassus3166
    @sassuskrassus3166 Рік тому +4

    8:56 this is really Important for 3D Artists
    this was exactly the reason why my first game couldn't get higher than 20 fps
    I build my whole level in MAYA because my teacher never told me there is something called draw calls and the general workflow of 3D Assets / props for Game Engines
    My 3D models where optimized af and I didn't understand why my ~1000 poly assets killed the performance. No one told me the workflow that you usually only export the .fbx, then create a prefab / blueprint in Unity and not drawing every mesh multiple times into the scene and instead reuse them. Also a big problem was the materials. Materials are probably the main reason your fps drop like sh*t. Using multiple materials for example on a chair and not using base materials that can be drawn on many different assets for stuff like wood, metal etc. killed my performance.
    Before I knew there was something called color IDs I created a material for every single thing that had a slightly different color. And with over 200 Materials (2048px) I know now why I had 20 fps..
    anyways
    I didnt understood why my relativ small scene had such bad performance but after hearing about drawcalls, materials optimization and a work of 20h we finally got a good performance ^^

  • @JackPotniy
    @JackPotniy 2 роки тому +1

    Greetings! Thank you for the video!
    On 10:35 you say that with static batching culling won't work, but on StaticBatchingUtility page in documentation is written that each object in a batch will be culled individually,
    or it is the case for runtime static batching only?
    Can you give your comment on that, please? :)

  • @needsloomis7164
    @needsloomis7164 2 роки тому

    The global personality data workaround fixes the framerate issue, but introduces weird dependency issues. No bigs for a little game, but in a big game or if you want reusable code, you don't want your player to be controlling external systems. You can run into issues where multiple scripts are editing the same global values on top of one another, adding/removing/changing these external systems forces you to edit every script that references them, and if you want to bring the player script into a different game, you either have to bring the entire dependency chain, or refactor the player.
    A message bus (observer pattern style) is a great solution. Your player broadcasts that it jumps and any object listening for a "player jumped" event will do their thing. The player doesn't care who's listening, so the only dependency is the bus architecture.
    This will also help with juggling find commands.

  • @ODCrab
    @ODCrab 2 роки тому

    Currently to disable scripts, I do a sort of ping. It's still physics though. On a long delay, I have it send out a big overlap sphere. That sphere uses a layer mask to only look for stuff on the "player" physics layer. So it is just looking for the only object that exist on that layer. And if its in range, it turns on/off. I use the update method sparingly, so this is mostly just for enemies. I guess this is basically the same thing setting up trigger box does, but it's on an even longer delay than the physics update, so it could be better? And you don't have to set up all of the triggers of course.
    You could further improve it by reducing the number of checks. I would move the ping system to its own component and object. You would feed it an array of whatever you want to toggle for the whole room or world chunk. Kind of like setting up Occlusion volumes.
    Having the pings come from the player looking for stuff, would be nice. But then you have to start micro managing a list, which is just yucky to me.
    You could also just make it check the distance to the player and circumvent the physics system entirely. But 1: I think overlap sphere is actually faster than doing a magnitude check because it won't do a square root function. And 2: This could work with multiple player characters. Even if this isn't a multiplayer game, I might want to control other entities.
    I feel like physics is THEE way to do this, don't doubt yourself.

  • @halivudestevez2
    @halivudestevez2 2 роки тому

    A lovely red talking about Unity and GameDev: that's perfection.

  • @bradjones7491
    @bradjones7491 Рік тому

    You can actually hook your scripts into the occlusion events to make them turn off when the object is occluded by the camera, not always practical but when it is it saves immense time and performance. You could attach that to all the interactables in your game for example and the detection code input will only run when the object is being rendered, on top of that you could go a step further even and have entire gameobject turn itself off and on, which means non of those components are taking up performance unless they are being rendered. This will probably give you a good 30 fps if done right. I once made a 2d game in unity that ran at 500fps using optimizations and turning off vsync, obviously not practical but it was mostly to a test for myself to see how optimized I could get something to run. Funny thing was if the game was paused the frame rate counter actually went all the way to infinity.

  • @ITR
    @ITR 2 роки тому

    A bit late, but for find game object you could've just swapped Awake to Reset, and then it would assign them to the variable whenever you reset the script in the inspector (or add it to a gameobject). The fields still need to be serialized though.

  • @fly7188
    @fly7188 2 роки тому

    Nice work.

  • @ArsMar
    @ArsMar 2 роки тому

    Just now facing that kind problems in my own realised game. Is how when think work done - got more work to do :)

  • @apophissoftware
    @apophissoftware 10 місяців тому

    What I would add, and I know that my comment is a couple of years late but... One of the things I learned in optimizing our games was 1) use object pooling; and 2) never let the system do it's own Garbage Collection. Managed code, especially on non-pc platforms, will wait until the absolute last minute and then Collect. This invariably results in it dropping fps down to about 5fps for a second or two (dependent on the amount of garbage that the game makes). What you can do instead - put your own garbage collector (GC code) into a coroutine, and then adjust the timing to strike the best balance. (To anyone new, you don't want to run you GC every frame, because it has its own overhead; hence finding the optimal balance.) This is especially important if you destroy a lot of objects, especially ones that cannot be pooled. Like destructable scene objects, those wouldn't be pooled.
    Hope this helps out!

  • @B_dev
    @B_dev 2 роки тому +3

    I always like to do a quick performance test after adding anything so that I intuitively know what's draining performance

  • @CosplayZine
    @CosplayZine 2 роки тому +1

    Hello, perhaps if something is not active in your scene or a script hasn't been activated yet then you can turn off other things in your scene based on a specific variable rather than relying on those collision boxes to turn off others. So basically a variable can be changed when someone enters a door and the code can check if the door script is now active or if the variable is true ( for example) and then have it effect another variable which will turn certain collisions off (once again, for example).

    • @MegamanXGold
      @MegamanXGold 2 роки тому

      Setting up game events might be better than setting variables that need to be frequently checked.
      var doorOpened = new Event();
      void DoStuff() {
      // stuff
      }
      doorOpened.AddListener(DoStuff);
      void OnDoorOpened() {
      doorOpened.Invoke();
      }
      The example could be better but I'm not at my PC. Worth checking out, though :)

  • @Basirafeef
    @Basirafeef 2 роки тому

    Thanks for sharing great knowledge, i watched all your unity tutorials i learned a lot. Now i want to develop my own unity open world game. Please help me getting started with the open world scene setup with terrain system and some technical problems in open world game like i think objects limitations and etc.

  • @musikalniyfanboichik
    @musikalniyfanboichik 2 роки тому +1

    What's nice is that most of the stuff you say here actually applies to any other fully fledged engine as well (unreal for example).

    • @yagmanx
      @yagmanx  2 роки тому +2

      I'm very happy to hear this and totally agree! I use Unreal too and learning all of these techniques myself has definitely helped keep my Unreal projects performant

  • @TYNEPUNK
    @TYNEPUNK 2 роки тому

    Great video, one of the best optimisation videos Ive seen in ages, and I actually learned something (after 11 yrs with unity). Im still not clear on how collisions work it seems, you say mesh collider is expensive, I hear it time and time again, but I somehow thought that collisions were only checked when you get near or something. Do you think any collider on screen is constantly checking for collision? If so Im probably wasting a ton of cycles on that too, I wonder how feasible it would be turn on only colliders near you and keep them off other times. If NPCs had a navmesh it shouldnt matter if theres real colliders or not. You see Im lazy too I really dont want to go around putting cubes on things, and to be honest I want them to react like mesh collider, ie not a cube lol.

    • @TheMeanArena
      @TheMeanArena Рік тому +1

      Only with an object that is using a rigidbody. Honestly, Unity can handle tons of objects with Mesh Colliders with no performance issues. I mean they do have ProBuilder integrated as their default object building program these days and every ProBuilder object you create has a Mesh Collider on it be default. I have a game that has 10's of thousands of Mesh Colliders and I get well over 60fps. It isn't something to worry about. If you're using detailed imported models then no, you don't really want to use Mesh Colliders on them.

  • @emonikino
    @emonikino Рік тому

    19:36 i know its a bit late to respond but in case someone need it: the use of "find" in the "awake" will not necessarily degrade the performance of your game. it depends on what script using it. if you use "find" in a singleton, it will be fine. just don't use "find" in a script attached to dynamic game object. another thing, if possible, try to use "FindObjectOfType" instead of "Find". i use "find" in the awake method of my level scene. although its not a singleton, but i consider it safe to put it there. no one will notice additional 0.5 sec delay during the scene loading :D

  • @cornelius600
    @cornelius600 2 роки тому +1

    this video was Perfection

  • @smokeback
    @smokeback 2 роки тому

    am not using unity but these are some great game dev tips i can aslo implement in my 2d game awesome