I gave a talk at LUUG yesterday evening to a reasonably packed room at the Google UK office. The focus was how to go about making games in Unity3D that are performant – that run fast, smooth, and responsively. Specifically I focused on how to use the provided tools to find performance problems, as knowing how to find the bottlenecks is arguably more important than knowing a hodgepodge of situation-specific tricks and shortcuts.
5 Responses to “LUUG August 2013 – Diagnosing Performance Problems in Unity3D”
Leave a Reply