Unity Mobile Game Optimization Checklist

- On Image and Text components that aren’t interacted with you can uncheck “Raycast Target” on it, as it will remove them from any Raycast calculus.

- Click on your textures in your “Project” window. Click on the “Advanced” arrow, and now check “Generate Mip Maps”, Unity especially recommends it for faster texture loading time and a lower rendering time.

- Set the “Shadow Cascades” to “No Cascades” (Quality settings)

- If you have dynamic UI elements like a Scroll Rect with a lot of elements to visualize, a good practice is to turn off the pixel perfect check box on the canvas that contains the list and disable the items that aren’t visible on the screen.

- Set all non moving objects to "Static"

- Above Unity3d 2017.2 you should turn off "autoSyncTransforms" on the Physics tab

- Always use Crunch Compression Low on textures

- Try to keep the “Collision Detection Mode” on “Discrete” if possible, as “Dynamic” demands more performance.

- You can go to the TimeManager window (Edit > Project Settings > Time), and tweak the “Fixed Timestep” value. This value represents the duration between two calls of the FixedUpdate() method.

- You can use Coroutines to call a method only every second for example, using the instruction: “yield return new WaitForSeconds (1);” It could be used to refresh some UI display:

- Set particles culling to "Pause and Catch Up"

- Use ShaderVariantCollection.WarmUp to fully load shaders before gameplay

- Baked your shadows or turn them off

- Out of Built-in Shaders, they come roughly in this order of increasing complexity:
  • Unlit. This is just a texture, not affected by any lighting.
  • VertexLit.
  • Diffuse.
  • Normal mapped. This is a bit more expensive than Diffuse: it adds one more texture (normal map), and a couple of shader instructions.
  • Specular. This adds specular highlight calculation.

Those are the quick fixes you can try but without any knowledge of your game we can't help much. Even a screenshot would help. Particles, Lights, Shadows and Textures are the main culprits of lag (from my experience and if done incorrectly).

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