unity3d

Optimization

Remarks#

  1. If possible, disable scripts on objects when they are not needed. For example if you have a script on an enemy object that searchers for and fires at the player consider disabling this script when the enemy is too far for example from the player.

Fast and Efficient Checks

Avoid unnecessary operations and method calls wherever you can, especially in a method which is called many times a second, like Update.

Distance/Range Checks

Use sqrMagnitude instead of magnitude when comparing distances. This avoids unnecessary sqrt operations. Note that when using sqrMagnitude, the right hand side must also be squared.

if ((target.position - transform.position).sqrMagnitude < minDistance * minDistance))

Bounds Checks

Object intersections can be crudely checked by checking whether their Collider/Renderer bounds intersect. The Bounds structure also has a handy Intersects method which helps determine whether two bounds intersect.

Bounds also help us to calculate a close approximate of the actual (surface to surface) distance between objects (see Bounds.SqrDistance).

Caveats

Bounds checking works really well for convex objects, but bounds checks on concave objects may lead to much higher inaccuracies depending on the shape of the object.

Using Mesh.bounds is not recommended as it returns local space bounds. Use MeshRenderer.bounds instead.

Coroutine Power

Usage

If you have a long running operation that relies on the not-thread-safe Unity API, use Coroutines to split it over multiple frames and keep your application responsive.

Coroutines also help performing expensive actions every nth frame instead of running that action each frame.

Splitting Long-running Routines Over Multiple Frames

Coroutines help distribute long running operations over multiple frames to help keep up the framerate of your application.

Routines that paint or generate terrain procedurally or generate noise are examples that may need the Coroutine treatment.

for (int y = 0; y < heightmap.Height; y++) 
{
    for (int x = 0; x < heightmap.Width; x++)
    {
        // Generate pixel at (x, y)
        // Assign pixel at (x, y)
        
        // Process only 32768 pixels each frame
        if ((y * heightmap.Height + x) % 32 * 1024) == 0)
            yield return null; // Wait for next frame
    }
}

The code above is an easy to understand example. In production code it is better to avoid the per-pixel check that checks when to yield return (maybe do it every 2-3 rows) and to pre-calculate for loop length in advance.

Performing Expensive Actions Less Frequently

Coroutines help you perform expensive actions less frequently, so that it isn’t as big a performance hit as it would be if performed every frame.

Taking the following example directly from the Manual:

private void ProximityCheck() 
{
    for (int i = 0; i < enemies.Length; i++) 
    {
        if (Vector3.Distance(transform.position, enemies[i].transform.position) < dangerDistance)
                return true;
    }
    return false;
}

private IEnumerator ProximityCheckCoroutine() 
{
    while(true) 
    {
        ProximityCheck();
        yield return new WaitForSeconds(.1f);
    }
}

Proximity tests can be optimized even further by using the CullingGroup API.

Common Pitfalls

A common mistake developers make is accessing results or side effects of coroutines outside the coroutine. Coroutines return control to the caller as soon as a yield return statement is encountered and the result or side effect may not be performed yet. To circumvent problems where you have to use the result/side effect outside the coroutine, check this answer.

Strings

One might argue that there are greater resource hogs in Unity than the humble string, but it is one of the easier aspects to fix early on.

String operations build garbage

Most string operations build tiny amounts of garbage, but if those operations are called several times over the course of a single update, it stacks up. Over time it will trigger the automatic Garbage Collection, which may result in a visible CPU spike.

Cache your string operations

Consider the following example.

string[] StringKeys = new string[] {
    "Key0",
    "Key1",
    "Key2"
};

void Update()
{
    for (var i = 0; i < 3; i++)
    {
        // Cached, no garbage generated
        Debug.Log(StringKeys[i]);
    }

    for (var i = 0; i < 3; i++)
    {
        // Not cached, garbage every cycle
        Debug.Log("Key" + i);
    }

    // The most memory-efficient way is to not create a cache at all and use literals or constants.
    // However, it is not necessarily the most readable or beautiful way.
    Debug.Log("Key0");
    Debug.Log("Key1");
    Debug.Log("Key2");
}

It may look silly and redundant, but if you’re working with Shaders, you might run into situations such as these. Caching the keys will make a difference.

Please note that string literals and constants do not generate any garbage, as they are injected statically into the program stack space. If you are generating strings at run-time and are guaranteed to be generating the same strings each time like the above example, caching will definitely help.

For other cases where the string generated is not the same each time, there is no other alternative to generating those strings. As such, the memory spike with manually generating strings each time is usually negligible, unless tens of thousands of strings are being generated at a time.

Most string operations are Debug messages

Doing string operations for Debug messages, ie. Debug.Log("Object Name: " + obj.name) is fine and cannot be avoided during development. It is, however, important to ensure that irrelevant debug messages do not end up in the released product.

One way is to use the Conditional attribute in your debug calls. This not only removes the method calls, but also all the string operations going into it.

using UnityEngine;
using System.Collections;

public class ConditionalDebugExample: MonoBehaviour
{
    IEnumerator Start()
    {
        while(true)
        {
            // This message will pop up in Editor but not in builds
            Log("Elapsed: " + Time.timeSinceLevelLoad);
            yield return new WaitForSeconds(1f);
        }
    }

    [System.Diagnostics.Conditional("UNITY_EDITOR")]
    void Log(string Message)
    {
        Debug.Log(Message);
    }
}

This is a simplified example. You might want to invest some time designing a more fully fledged logging routine.

String comparison

This is a minor optimisation, but it’s worth a mention. Comparing strings is slightly more involved than one might think. The system will try to take cultural differences into account by default. You can opt to use a simple binary comparison instead, which performs faster.

// Faster string comparison
if (strA.Equals(strB, System.StringComparison.Ordinal)) {...}
// Compared to
if (strA == strB) {...}

// Less overhead
if (!string.IsNullOrEmpty(strA)) {...}
// Compared to
if (strA == "") {...}

// Faster lookups
Dictionary<string, int> myDic = new Dictionary<string, int>(System.StringComparer.Ordinal);
// Compared to
Dictionary<string, int> myDictionary = new Dictionary<string, int>();

Cache references

Cache references to avoid the expensive calls especially in the update function. This can be done by caching these references on start if available or when available and checking for null/bool flat to avoid getting the reference again.

Examples:

Cache component references

change

void Update()
{
    var renderer = GetComponent<Renderer>();
    renderer.material.SetColor("_Color", Color.green);
}

to

private Renderer myRenderer;
void Start()
{
    myRenderer = GetComponent<Renderer>();
}

void Update()
{
    myRenderer.material.SetColor("_Color", Color.green);
}

Cache object references

change

void Update()
{
    var enemy = GameObject.Find("enemy");
    enemy.transform.LookAt(new Vector3(0,0,0));
}

to

private Transform enemy;

void Start()
{
    this.enemy = GameObject.Find("enemy").transform;
}

void Update()
{
    enemy.LookAt(new Vector3(0, 0, 0));
}

Additionally cache expensive calls like calls to Mathf where possible.

Avoid calling methods using strings

Avoid calling methods using strings that can accept methods. This approach will make use of reflection that can slow down your game especially when used in the update function.

Examples:

    //Avoid StartCoroutine with method name
    this.StartCoroutine("SampleCoroutine");

    //Instead use the method directly
    this.StartCoroutine(this.SampleCoroutine());

    //Avoid send message
    var enemy = GameObject.Find("enemy");
    enemy.SendMessage("Die");

    //Instead make direct call
    var enemy = GameObject.Find("enemy") as Enemy;
    enemy.Die();

Avoid empty unity methods

Avoid empty unity methods. Apart from being bad programming style, there is a very small overhead involved in runtime scripting. Over many instances, this can build up and affect performance.

void Update
{
}

void FixedUpdate
{
}

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