Skip to main content

Unity Best Practices for Beginners

Unity is a fabulous tool for not only games but also interactive entertainment, simulations, etc. And there are many good tutorials on tips and tricks to optimize performance and code readability. I compiled this list as a memo to myself when starting out on Unity, so I can always refer back to the basics and hoping that this can help someone else too.

  1. Object pooling. Object pooling is a pretty cool trick and it improves performance because you can reduce the number of Initiate() and Destroy() calls. To illustrate why Destroy can be bad, I attached a screenshot of a project I was building with Unity.
    I'm not going to go into the details of Object Pooling because there are already many good tutorials out there. One of them being this one. One thing to always keep in mind is that it is easy to get MissingReferenceException if you accidentally Destroy() the pooled objects. It happened to me once where I attached one script to multiple prefabs which behave the same except that some are Instantiated and some are Pooled.
  2. Caching Lookup Objects. Do not do GameObject.Find too often. Do it once and store it in a private variable and reuse that variable.
  3. Do not use too much iTween. Go with your own manual implementation with Update().
  4. Avoid Vector3.Distance or Vector3.Magnitude. To find the distance use sqrMagnitude instead.
  5. Be consistent with the structure of prefabs. Consider the following scenario. You have a Particle system attached to an object. You decide to cache the lookup so you do the following.
     ParticleSystem myParticles;  
     void Start(){  
        myParticles = myObject.GetComponent<ParticleSystem>();  
     }  
    And then, when you want to start the particle system, you call it from some method as follows.
     void LaunchParticleSystem(){  
       myParticleSystem.GetComponent<ParticleSystem>();  
     }  
    
    This will not raise an error during runtime but the particle system will not be found and the desired special effects will not be displayed. Actually this is more of a human error issue and not directly related to Unity but the error reporting (or lack thereof) in Unity can cost development time.
  6. When calling a method with parameters, pass by reference instead of making it return an object. This is one of the most effective cost reduction in a game I was making. I had many coroutines routinely updating a List<> of Vector3 positions. After modifying the method to be passed with ref, the performance improved significantly.

Comments

Popular posts from this blog

Using FCM with the new HTTP v1 API and NodeJS

When trying to send FCM notifications I found out that Google has changed their API specifications. The legacy API still works but if you want to use the latest v1 API you need to make several changes. The list of changes is listed on their site so I won't be repeating them again but I'll just mention some of the things that caused some trial and error on my project. The official guide from Google is here : Official Migration Guide to v1 . The request must have a Body with the JSON containing the message data. Most importantly it needs to have "message" field which must contain the target of the notification. Usually this is a Topic, or Device IDs. Since my previous project was using GAS, my request had a field called "payload" instead of "body". Using the request from my previous project, my request in Node JS was as follows: request ({ url: 'https://fcm.googleapis.com/v1/projects/safe-door-278108/messages:send' , method: ...

Object detection with Google Colab and Tensorflow

This is just a memo of the challenges I faced when running a model training on Google Colab, while following a great tutorial here . Mind the versions Tensorflow is currently at version 2.2.0 but most tutorials are still using the contrib package, and there is no known easy way to update the code to remove dependency on contrib. So my best bet is to downgrade the tensorflow version to 1.x. Since Google Colab only gives the options of either 1.x or 2.x and we cannot specify the exact version, I ended up with version 1.15.2. Even with the command :  %tensorflow_version  1.15.0 I ended up with : 1.15.2 Another pitfall was the version of numpy. Installing numpy gives us the version 1.18.3 but for some reason this generates the error : TypeError: 'numpy.float64' object cannot be interpreted as an integer Downgrading numpy to version 1.17.4 solved this for me. It seems we don't need ngrok for tensorboard With the command :  %load_ext tensorboard W...

Microsoft Azure Face API and Unity

During one of my projects, I came across Microsoft's face recognition API (Azure Face API) and it looked good enough to recognize people's faces and detect if a person is a newcomer or a repeating customer to our store. As our installations mainly use the game engine Unity, I wanted to be able to use the Face API from Unity. Face API does not have an SDK for Unity but their requests are just HTTP requests so the Networking classes in Unity can be wrapped into methods to make it easy to call these APIs. First of all, to those who just want to see the code, here it is . My tests focus on the identification of a face in an input image. The full tutorial I followed can be found here . The Main scene goes through the steps in the tutorial such as creating a PersonGroup and adding Persons to the group if it is not created yet. Just make sure you: Change the API key. I used a free trial key which is no longer valid. Use whatever images you want. I don't mind you us...