This is really detailed and explore many things that normal dev may not know. Kindly provide a tutorial on reducing the build size as u might know uncertain drastic file size increase is happening when we migrate from older version to U6
It's pretty much the same man. Optimize poly count. Texture size and compression. Bake if needed but maybe aim for higher quality. Generally you just follow the same steps but you don't sacrifice visual fidelity so much and instead you aim for having a lot of quality on the "Ultra" graphics setting of your game.
Thank You for tutorial . I am wonder when i am creating new scene with just only XROrigin and a Plane and running profiler with Meta Quest 3 ... In Player Loop XRBegin taking 50-60 % of target per frame . Why it is like this ? In empty scene it should be very less number .
When using the adaptive light probes do you have to go to each object and set “ use light probes” just woundering how you reduced the baked light map if you didn’t do this
It can be done in any 3d modelling software like blender, 3ds max or maya. There is a decimate modifier in blender that does a decent job. However I would recommend manually removing vertices / edges / faces, that are not contributing much to the shape of mesh.
@@iiznub1232 You can also use assets, like auto lods and mesh optimizer in the asset store. There are plenty of them, including free ones. However, it is more consistent doing it in 3d modelling softwares
On multiple projects for Quest 2, we have seen a 2ms increase in frame times when using Unity 6. Best performance upgrade for us is to not use Unity 6.
@@BitcoinHodlerAaryan Hoho sory about that. 3D package mean your modelling program like blender. Just search Blender Create LODs in 1 CLICK. Its an automation addon for creating lods. There is also instaLOD that u can use it in unity.
If you are asking about optimizing the 3d assets, it can be done in any 3d modelling software, such as blender, maya, 3ds max etc. 3D assets are made up of triangles, if you have too many triangles it is going to eat up performance, by reducing the number of triangles you are reducing the amount of work computer has to perform. P.S. Don't spend lots of time optimizing unnecessary stuff. Focus on things that players will care about. Use LOD's (Level of Details), these are different versions of mesh with varying triangle count from low to high, which are swapped when player moves away or close to mesh. A mesh is simply a 3D Object.
Hello, I am new to unity and I had an issue in accessing the asset manager and everything that I tried, (resetting deleting and updating) didn’t seem to work. I am very eager to use this program but I can’t get my assets I or other people has created. Does anyone else have this problem?
Our game runs slower (45 FPS) on Samsung phones when we use ECS, compared to when we don't use it (60 FPS). We need more guides to help us make the game run faster.
Im more curious to use this experience for my music production. Why are we making games for decades now? Is that even helpful in society? ive posed these questions to few friends.
This was pure gold! I'm looking forward to more content like this in the future. Thank you.
Excellent. Always Solid Quality from the Unity Team. Thanks Guys. 💯💯💯
I was wandering how to optimize a game for the Web before start my project, thank you so much.
This is really detailed and explore many things that normal dev may not know. Kindly provide a tutorial on reducing the build size as u might know uncertain drastic file size increase is happening when we migrate from older version to U6
Thank you for sharing! Always useful
Literarily just got to the stage where I need to optimize my webgl project, perfect timing lol
Thanks I'm currently checking webgl project optimization this helps a lot.
Thank you. Now I need the same video for PC games!
It's pretty much the same man. Optimize poly count. Texture size and compression. Bake if needed but maybe aim for higher quality. Generally you just follow the same steps but you don't sacrifice visual fidelity so much and instead you aim for having a lot of quality on the "Ultra" graphics setting of your game.
@@PatrickCreations thank you, but I would like to know more about GPU Instancing
Love the accent. Main Fred, render Fred 😂
it was so useful thank you
Nice! Thank you!
thats what I needed Thanks Unity and Keep Unity
your audio is too low, kindly make the audio louder in future please. Thank you for the amazing detailed information about Optimization
Thanks for sharing.
Didn't mention GPU Instancing. I wonder if I should use that or Static Batching for trees, for example.
How you're placing trees ? Like manually 1 by 1 or using unity terrain system mass place trees or paint brush ?
Remember the first step!
Always benchmark on your target device first!!! Performance in editor may be different as well
Thank You for tutorial . I am wonder when i am creating new scene with just only XROrigin and a Plane and running profiler with Meta Quest 3 ... In Player Loop XRBegin taking 50-60 % of target per frame . Why it is like this ? In empty scene it should be very less number .
Do we have any gi lighting for web mobile?
When using the adaptive light probes do you have to go to each object and set “ use light probes” just woundering how you reduced the baked light map if you didn’t do this
Has anyone got performance improvements while using the GPU resident drawer? as soon as I turn it on, FPS drops dramatically.
How did reduce the meshes triangles? The video just cut there and there's no explanation on how to do it.
It can be done in any 3d modelling software like blender, 3ds max or maya. There is a decimate modifier in blender that does a decent job. However I would recommend manually removing vertices / edges / faces, that are not contributing much to the shape of mesh.
@@iiznub1232 You can also use assets, like auto lods and mesh optimizer in the asset store. There are plenty of them, including free ones. However, it is more consistent doing it in 3d modelling softwares
Gpu resident drawer should be turned on by default.
Well GPU resident drawer is only gonna reduce the performance after turning it on. Not sure why.
@@JobinJeeji Maybe some bug. I noticed that too in some cases.
Great video. Curious why ASTC is not the default option at this point.
It should be the default option only for mobile platforms. On PC and WebGL (PC) builds, it takes time to decompress ASTC at runtime.
On multiple projects for Quest 2, we have seen a 2ms increase in frame times when using Unity 6.
Best performance upgrade for us is to not use Unity 6.
12:10 how to do that? sorry for asking but i am new... if anyone can help?
@ no I mean optimize part
@@BitcoinHodlerAaryan Hoho sory about that. 3D package mean your modelling program like blender. Just search Blender Create LODs in 1 CLICK. Its an automation addon for creating lods. There is also instaLOD that u can use it in unity.
If you are asking about optimizing the 3d assets, it can be done in any 3d modelling software, such as blender, maya, 3ds max etc. 3D assets are made up of triangles, if you have too many triangles it is going to eat up performance, by reducing the number of triangles you are reducing the amount of work computer has to perform.
P.S. Don't spend lots of time optimizing unnecessary stuff. Focus on things that players will care about. Use LOD's (Level of Details), these are different versions of mesh with varying triangle count from low to high, which are swapped when player moves away or close to mesh. A mesh is simply a 3D Object.
@@iiznub1232 yes this is what i am looking for. thanks a lot i will work on LOD's
No offense but how does a 40 minute video feel so rushed? I feel like some really good information was skipped.
first time?
that's Unity, they're like creating so fck long video, they are just talking what we all really know already, but in long version
Hello, I am new to unity and I had an issue in accessing the asset manager and everything that I tried, (resetting deleting and updating) didn’t seem to work. I am very eager to use this program but I can’t get my assets I or other people has created.
Does anyone else have this problem?
Our game runs slower (45 FPS) on Samsung phones when we use ECS, compared to when we don't use it (60 FPS). We need more guides to help us make the game run faster.
isnt the same things again ?
Im more curious to use this experience for my music production. Why are we making games for decades now? Is that even helpful in society? ive posed these questions to few friends.