Software Engineer @unity. Previously one-person indie @Pelican__7. Made music creation app, Lily – Apple’s App of the Day and #1 Music app. Opinions are my own.
A great post written by my colleague Anton Kruglyakov if you'd like to learn more about resident memory and analyzing your game's physical memory footprint with the latest Memory Profiler update.
https://t.co/ea9BgTCjhg
I also briefly touch on our new 'resident memory' metrics and how they can help you to understand your game's memory footprint. If this particular topic interests you, our team has a follow up post coming in a few weeks that will dive deeper into this.
My second post on the Unity Blog is now live. I cover five key workflows in our recently released Memory Profiler package that you can use to diagnose and examine memory-related issues in your game.
https://t.co/RR7Qetln4t
On Unity's Performance Profiling team, we've been focussed on bringing the ability to inspect and optimise memory usage to our users. So we're happy to say the Memory Profiler is now available in Unity 2022. Check out the thread & blog post below.👇
Memory optimization just got easier!
Our new Memory Profiler – version 1.0 – is out of experimental and available for everyone to use in #Unity 2022.2 Tech Stream 🎉
So what is the Memory Profiler, and how does it help boost performance and detect memory issues?🧵 👇
@CiroContns@meatloaf1024@TheRealEricHu I’d love to release a fully featured View Controller UI system for UI Toolkit officially one day for our users, and expand it e.g. with visual graphing tools like UI Graph, but well - performance profiling (my team) has other priorities right now.
@CiroContns@meatloaf1024@TheRealEricHu VCs also inspire the profiler module extensibility API I wrote, where you can draw anything in a profiler module’s details view (I covered that in my Unite talk last week). Although that’s VCs in their simplest form as “a provider/manager of a view”, with not much else.
I'll be speaking at #Unite2022 about customizing the Unity Profiler with your own performance metrics.
Catch it online or at one of the five events across North America & Europe, along with many other fantastic talks from far more talented presenters 😁.
https://t.co/CSuSS37qdg
@The_MrX_@BinaryImpactG 4. If you install the Profiling.Core package, you can also supply metadata to your Profiler markers via their generic variants, ProfilerMarker<T>, which is also displayed in the Profiler's Timeline and Hierarchy views inside the marker.
https://t.co/J1Y1Ri77gP
@The_MrX_@BinaryImpactG 3. With ProfilerMarker, we don't need to do a string copy of the sample name every time the marker is begun because the API is ensuring, by design, that its name does not change. Conversely, as BeginSample makes no such guarantee, we need to do an extra string copy each time.
In our third “Games Focus” blog, we cover a topic that we know is super important for game devs: profiling and performance optimization ⚡️
Discover what’s ready for you today, upcoming release plans, and our future vision for profiling and optimization. https://t.co/Ob2jcZjvxy
I wanted to share some of the things I learned by looking at some of your projects!
First: I know I haven't gotten back to everyone with what I did with their project. I do this work on the side and I sometimes don't have the capacity to communicate all of the things I fixed...