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@mandarinx
mandarinx / optimizations.md
Last active September 28, 2023 03:51
Unity3D optimization tips

Unity3D optimization tips

Some code allocates memory when running in the editor and not on the device. This is due to Unity doing some extra error handling so possible error messages can be output in the console. Much of this code is stripped during build. It's therefore important to profile on device, and do it regularly.

Optimizations often makes code more rigid and harder to reason. Don't do it until you really need to.

When profiling, wrap methods or portions of a method in Profiler.BeginSample(string name) and Profiler.EndSample() to make them easier to find in the profiler.

public class SomeClass {
@liortal53
liortal53 / DecoratorEditor.cs
Last active June 6, 2025 13:27
Extend Unity's built-in inspectors
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
/// <summary>
/// A base class for creating editors that decorate Unity's built-in editor types.
/// </summary>
public abstract class DecoratorEditor : Editor
@AlexTiTanium
AlexTiTanium / ParticaleAnimator.cs
Created May 30, 2013 08:27
Time scale independent Particle system in unity3d
using UnityEngine;
using System.Collections;
public class ParticaleAnimator : MonoBehaviour {
private void Awake()
{
particle = GetComponent<ParticleSystem>();
}
@darktable
darktable / MiniJSON.cs
Created November 30, 2011 23:08
Unity3D: MiniJSON Decodes and encodes simple JSON strings. Not intended for use with massive JSON strings, probably < 32k preferred. Handy for parsing JSON from inside Unity3d.
/*
* Copyright (c) 2013 Calvin Rien
*
* Based on the JSON parser by Patrick van Bergen
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
*
* Simplified it so that it doesn't throw exceptions
* and can be used in Unity iPhone with maximum code stripping.
*
* Permission is hereby granted, free of charge, to any person obtaining