When working with mobile platforms the performance can be a nightmare, especially when you have to maintain support for older crap devices. With some good practices during the development, you can avoid some problems in the future. If you have a framework or a common / shared library, then making it performant is essential but sometimes you …
Category archives: Resources
Performance tips for Unity3D
Flappy Bird – “I will take ‘Flappy Bird’ down”
Flappy Bird Down After the enormous hit of Flappy Bird the developer, Dong Nguyen, is taking it down by tomorrow. I am sorry ‘Flappy Bird’ users, 22 hours from now, I will take ‘Flappy Bird’ down. I cannot take this anymore. Apparently the press is making a huge pressure on him and he can’t take it …
Continue reading “Flappy Bird – “I will take ‘Flappy Bird’ down””
Fruits’n Tails – A game for iOS, Android and BlackBerry
Fruits’n Tails is a brand new game available now at the most popular stores that I am proud to be part of. It’s available at iOS, Android (Google Play and Amazon Store) and BlackBerry. Check it out! http://www.fruitsntails.com/
Unity 2D … yes, 2D
Scaling objects can increase Draw Calls (Less Batching)
You’ll have more Draw Calls if your objects are scaled (Something like Vector3 (1.0001f, 1.0001f, 1.0001f)). This can be a big problem if you are instantiating the same object a lot and need to keep your Draw Calls low. When you instantiate the same object and your Draw Calls increase you can check the scale of …
Continue reading “Scaling objects can increase Draw Calls (Less Batching)”
Unity 4.2 has arrived
Unity version 4.2 is available now and there are some important stuff that you can read here about this new version: http://blogs.unity3d.com/2013/07/22/unity-4-2-has-arrived/ More free tech We’ve decided to make a number of existing Unity Pro features available to users of the free version of Unity: Realtime shadows (one-directional light only; hard shadows only). Text-based serialization of …