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Your Unity Development DLC

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Ruben Torres Bonet

Ruben Torres Bonet Has Been Featured On

Unity Performance Taskforce - Free Content

#01 - Juicy Asset Presets

PRO Performance

Discover how to stop screwing up the import settings of your assets without wasting time on them.

Gain peace of mind, gain performance.

#02 - These Damn Shader Variants

CPU Performance

Discover how to stop screwing up the import settings of your assets without wasting time on them.

Gain peace of mind, gain performance.

#03 - "Bake Your Shade, Give Your GPU Some Aid"

GPU Performance

Shadows on mobile? "You can't afford them", most developers will tell you. Well, I disagree. Check out this video to see how you can afford some leet shadows.

#04 - Stream Your Mips, Keep Your Wits

MEM Performance

Textures are expensive... or maybe they aren't? Find out how to reduce the memory they steal from you by using this sneaky technique.

Unity Performance Checklist - Lite v2.2

The fastest checklist to reap your low-hanging Performance Fruits

Textures are expensive... or maybe they aren't? Find out how to reduce the memory they steal from you by using this sneaky technique.

Premium Content @ TheGamedev.Guru

Automated Playthroughs
Addressables - Bunny CDN

Original blog post: https://thegamedev.guru/unity-addressables/cdn-unleash-content-distribution/

As you see, we’re still bottlenecked on uploading the assets through FTP. And this can be time-consuming when repeated multiple times.

That’s why I prepared a Unity integration that lets you upload your bundles within the editor.

Build your asset bundles: 1 click.

Upload your asset bundles: 1 click.

Get your free CDN upload extension and the Unity project for this post here: link.

Addressables - Level 3 Guide
Addressables - PlayFab Integration

Original blog post: https://thegamedev.guru/unity-addressables/playfab-integration/

Let me guide through your new toolkit.

In this e-mail, I'll give you access to the Unity project that contains the basic setup you need for testing PlayFab CDNs to deliver your game assets over the network.

Here are the steps you have to take now:

  • Download the project based on Unity 2019.3: [Download]
  • Launch the PlayFab configuration tool: Window → PlayFab → Editor Extension
  • There, log in your PlayFab account and set the title details
  • In the Addressable Groups window, set Editor Play Mode to Use Existing Bundles.
  • Click on Build → New Build → PlayFab Build.
  • Upload your asset bundles from ServerData to your PlayFab file manager in your web dashboard.
  • Press the play button and check if the sprite is loaded!
Addressables - S3 Hosting

Original blog post: https://thegamedev.guru/unity-addressables/hosting-with-amazon-s3/

[ Online | Excel ] A spreadsheet comparing cloud hosting service alternatives for your game
[ Download ] Your Unity Editor Integration for S3 Addressables Uploads
[ Download ] The source code of the project shown in the article

Addressables - Save Memory on Disabled Game Objects
Addressables - Scale With Prefabs
CPU Slicing

Original blog post: https://thegamedev.guru/unity-performance/cpu-slicing-secrets/

Boost your game performance now up to 33% with your Free CPU Slicing Toolkit:

Unlimited CPU Performance Buckets
2 Operation Modes: Performance + Profile
Bonus: LateUpdate and FixedUpdate
... And get rid of the 1-star reviews and refunds due to low performance

Download link.

Draw Call Batching Project & Diagram

Diagram: Download link.

Project: link

FAP Hierarchy Analyzer

Hey fellow game developer,

Welcome to TheGamedev.Guru, your go-to place to reach your game performance goals.

I heard you requested some content?

Well, here's the link.

Import the unitypackage into your project.

You'll find the tool under TheGamedevGuru/FAP Hierarchy Tool.

If you want to access the project I used in the blog post, fetch it here.

Feel free to reach out anytime. Let me know how it went.

Ruben (The Gamedev Guru)

Multiple Unity Instances
Overdraw - Fight It!

Read the document here.

Profiler Analyzer - Case Study
Shaders - GPU Cost
UI - Canvas Rebuild Profiler

Original blog post: https://thegamedev.guru/unity-ui/profiling-canvas-rebuilds/

Congrats on your new tool to find the source of canvas rebuilds.

I hope it serves you well. This Unity Extension I wrote was pretty loyal to me (at least that).

Here're the steps you have to go through to use it:

  1. Check if you have Git for Windows installed and accessible through the command line. If not, download it from here and mark the "add to path" option.
  2. Download my Unity Extension Package. Note you require Unity 2019.2.0+ for this to work.
  3. Import the .unitypackage and open the tool through Tools → GamedevGuru → Unity UI Extended Profiler. Do not move the directory around! It sadly contains some hardcoded paths.
  4. Turn the enhancer on for profiling. Profile as always, you'll get more information about UI rebuilds.
  5. Do not forget to turn it off again at some point, as it has quite some performance overhead.

Git is required as it includes a dependency for my patching code to work.

This is what it does: the tool adds a few lines of sampling code to add more profiling information about the elements that require graphic rebuilding. You'll mostly see those under UpdateBatches and CanvasUpdate.PreRender sections of the profiler, as shown in the blog post here.

Then, what you want to do with these elements is to avoid the state changes happening in any of the UI elements' properties, such as colors, transforms and such. Stopping all of those will effectively avoid the canvas rebuilds, and suddenly you'll get your stolen CPU performance back.

So, how did it go? Write a comment to share your experience.

If you run into any trouble, you know where to find me (probably in an Amsterdam Cafe).

Ruben (The Gamedev Guru)

UI - Level 3 Performance Diagram

Ruben Torres Bonet

 

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