~/talk

Optimizing for Unity iPhone 1 5

Talkat Unite 2009 · 2009-10-27..10-30· [game-development]
slides:none on file

Unity iPhone 1.5 adds an internal profiler (enable via app controller define) that dumps millisecond timings every 30 frames so budgets are clear: 16 ms for 60 FPS, 33 ms for 30 FPS. Garbage collection runs only on allocation and can be invoked at controlled moments; preallocating buffers reduces spikes. Rendering uses dynamic batching for small meshes (rough cutoff ~300 vertices) and editor-time static batching (mark objects Static; shared mesh + dynamic index buffer). Skinning moves to the VFP coprocessor with fast paths (up to 3.5M verts/s); share materials and atlases to cut draw calls.

AI-written summary · about

  1. 0:00Unity iPhone optimizations intro
  2. 1:24Focus on gameplay before optimization
  3. 3:13Unity iPhone profiler
  4. 5:27CPU and frame time metrics
  5. 7:14Profiler module breakdown
  6. 9:26Sequential CPU execution
  7. 12:00Garbage collection optimizations
  8. 18:10Physics optimization
  9. 23:33Batching: dynamic vs static
  10. 32:31Batching rules
  11. 40:29Batching examples: Touch KO
  12. 44:26Skinning optimization
  13. 48:00VFP for skinning
  14. 50:54Profiling bottlenecks
  15. 55:03Q&A
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