New Unity Features Seen Through the Profiler
summary
Walks through concrete Unity 4.6 and Unity 5 changes using the Profiler and Frame Debugger: shows Profiler and Frame Debugger identifying CPU/GPU/memory hotspots, job queue visualization across worker threads, and exact draw calls per canvas. Explains dynamic vs static batching rules and costs, demonstrates uGUI plus audio mixer hookups, and the new Standard PBR shader with reflection probes and global illumination. Shows physics/clothing multithreading, improved collider-move costs, Metal and IL2CPP notes, and real numbers (around 50,000 spawned cubes running stable, main-thread examples ~38 ms versus scenes at ~17 ms).
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chapters (13)
- 0:00Introduction
- 2:35Unity Profiler importance
- 5:06Static vs dynamic batching
- 10:33Unity 5 features overview
- 13:23New UI system
- 21:34World-space UI & audio mixer demo
- 26:23Physically-based rendering
- 30:23Global illumination & probes
- 34:16Cloth & multi-threaded physics
- 36:24Static collider performance
- 39:53Scaling to 50k objects
- 42:05Mobile optimizations & plans
- 43:53Q&A








