![]() ![]() We’re working to cut time spent starting the Editor, to improve start-up time and help you stay in flow. This is such an important aspect to our commitment to game development that we will dedicate a standalone Games Focus article to DOTS in this series, coming soon.įor now, let’s take a look at a few improvements planned for upcoming releases. Coming soon, we’ll deliver on the third critical feature, Entities, which will turbo boost project performance in areas like networking, physics, and more. These were leveraged in our own internal engine performance to great results, and they’re available for all today. Two of the core features integral to the successful delivery of DOTS are the Burst compiler and C# Job System. This development has taken many forms, including all of the functionality we’ve already mentioned here.Īnother area where we’ve worked to provide significant performance gains is the Data-Oriented Technology Stack, or DOTS. We’re particularly interested in performance-related issues, which we’re capturing here.įor over a decade, we’ve stayed focused on ensuring that you can achieve the best performance possible using our profiling tools, and we will continue refining the toolset. Please continue sharing your feedback on our future roadmap here, or contact the team on the forums. Optimized process for how Addressables finds resource directoriesĪgain, your feedback has played a vital role in many of these improvements.Improved iteration time when working inside the Editor thru optimizations on domain reloads.Improved save workflow for large Prefabs.Improved performance in the Scene view when there are many LOD Groups.Editor workflow improvements, including:.Improved material reimport for the Universal Render Pipeline and High Definition Render Pipeline.I’m excited to share some of the improvements that are available in the 2022 releases as well: In Unity 2021 LTS, importing your assets is three to four times faster, and opening imported projects up to 8.7% faster compared to Unity 2020 LTS. We’re aiming to provide you with faster iteration times, fewer interruptions, and greater efficiency in the Editor. On my team, however, “performance optimization” applies not only to your games’ runtime performance on their target devices, but also to how your team works – your productivity. The profiling tools highlighted so far are a great start to helping you identify areas where performance can be improved. If you’re curious to learn more about how to ensure your content runs smoothly on mobile devices powered by Arm CPUs and Mali GPUs, this 2021 blog can guide you. This package allows you to access low-level system or hardware metrics on mobile devices. ![]() If you’re looking to monitor low-level GPU metrics in the Unity Profiler, you can use the new System Metrics Mali package, which we released in 2022.1 through a partnership with Arm. ![]() Learn more about this in our documentation. If performance is lagging, use this feature to assess frames and analyze why your application isn’t meeting performance targets. In 2022.1, we added the Frame Timing Manager, which enables you to capture and access frame timing data across multiple frames. We’ll dive into the third area, performance-focused programming techniques and workflows with a focus on DOTS-based projects, in an upcoming post. It ends with a recap on best practices for optimizing projects. Today’s post focuses on the first two areas, covering recent updates to our suite of profiling tools and how customer feedback is shaping our roadmap for 2023 and beyond. Innovation: Guiding you in new programming techniques and paradigms that have performance in mind from the ground up.Experience: Ensuring that creating your projects feels seamless by raising the performance of the Unity Editor and runtime.Insight: Empowering you to dig into your game’s performance, identify bottlenecks, and pinpoint areas that would benefit from optimization strategies.When we think about performance at Unity, there are three main areas where we believe we can help: I’ve worked in the video game industry for nearly a decade, and I’m currently the senior technical product manager for profiling tools and performance optimization at Unity. Here, we cover the status, upcoming release plans, and future vision for profiling and performance at Unity. This is the third blog in our Games Focus series, which highlights key product development initiatives for the year ahead and beyond. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |