Unite Berlin 2018 - Unity's Evolving Best Practices

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  • เผยแพร่เมื่อ 1 ก.ค. 2024
  • Slides with extra examples: www.slideshare.net/unity3d/un...
    Best Practices aren't static -- as Unity's underlying architecture evolves to support Data-Oriented Design, the old tricks might no longer be the best ways to squeeze performance out of the engine. In this talk, we'll discuss how Unity has changed between Unity 5, Unity 2017 and Unity 2018 and how to take advantage of these changes.
    Among other topics, we'll focus on:
    * Unity's multithreading system.
    * Changes to Transforms.
    * Animations & Animators.
    Speaker:
    Ian Dundore - Unity Technologies

ความคิดเห็น • 29

  • @dogfuntom
    @dogfuntom 5 ปีที่แล้ว +47

    2:19 - string.Equals()
    11:41 - Disabling NullCheck for individual method(s)
    13:16 - Transforms and scene hierarchies
    23:38 - Disabling Physics.SyncTransforms
    25:54 - Audio
    32:48 - Preferring legacy Animation over Animator/Mecanim
    37:50 - Animator Layers
    39:12 - Preferring Generic rig over Humanoid rig
    41:23 - Pooling Animators using keepControllerStateOnDisable

  • @Hawkadium
    @Hawkadium 6 ปีที่แล้ว +30

    OMFG, I love this guy. I could listen to him for hours.

  • @Ne0mega
    @Ne0mega 5 ปีที่แล้ว +3

    One of the best 46 minutes from any of the Unites. I *love* this one.

  • @MarekNijaki
    @MarekNijaki 6 ปีที่แล้ว +1

    Great speech!

  • @denissachkov6693
    @denissachkov6693 5 ปีที่แล้ว

    You should add message boxes with that tables in Unity when add some component to gameobject

  • @robertcummings882
    @robertcummings882 6 ปีที่แล้ว +19

    The whole Animator / Animation component thing must be sorted out once and for all. Depreciated? Not depreciated? Legacy? Simple? Just rename the old one to LightweightAnimator and be done with it. Seriously :P

    • @msklywenn
      @msklywenn 6 ปีที่แล้ว

      I wonder that too! I don't know if it's still the case (it was two years ago) but if trying to animate materials with the legacy animation, it wouldn't work. A lot of people reported it to Unity and Unity's answer was that legacy animation was to be deprecated and that they won't fix it.
      Animating materials is one specific case of where animations are usually simple and it's really easy to give a lot of life to a world by doing so. A real shame we can't use legacy animation for that...

    • @ZoidbergForPresident
      @ZoidbergForPresident 6 ปีที่แล้ว

      He literally says in the talk that they do not plan to depreciate it.

    • @msklywenn
      @msklywenn 6 ปีที่แล้ว +1

      ZoidbergForPresident he says that but he's not alone at unity. they don't fix the bugs and continue acting like use it but don't, it doesn't make any sense !

    • @ZoidbergForPresident
      @ZoidbergForPresident 6 ปีที่แล้ว +1

      It may mean it's not supported anymore but not deprecated ?
      But I agree with you in that it should be a clear consensus.

  • @unityberserkers8351
    @unityberserkers8351 5 ปีที่แล้ว

    Ian mention other presentation about performance - Real-world performance optimization - Kerry Turner. Will be that presentation published?

  • @younghsiang2509
    @younghsiang2509 5 ปีที่แล้ว +3

    The problem is How can I simplified the hierarchy?

  • @beardordie5308
    @beardordie5308 6 ปีที่แล้ว +9

    Can we get the slides?

    • @beardordie5308
      @beardordie5308 6 ปีที่แล้ว +4

      Also, can we get the slides?

  • @ZoidbergForPresident
    @ZoidbergForPresident 6 ปีที่แล้ว +3

    OK, I'm going to sound dumb but what exactly is IL2CPP? Seen it in some talks but I've never gotten an explanation of what it is and it seems important enough...

    • @Hudelf
      @Hudelf 6 ปีที่แล้ว +1

      It's their system for changing platform independent C# code and compiling into platform-specific C++ code. It generally should provide some amount of performance gain, but has a few limitations. Currently iOS requires it, but it's available on most other major platforms.

    • @ZoidbergForPresident
      @ZoidbergForPresident 6 ปีที่แล้ว

      Oh, just that then. But do devs have to go into that code at any time?

    • @lexer_
      @lexer_ 5 ปีที่แล้ว +1

      this is rather old but I'm answering it anyway :P normally you dont have to. ideally its just change the setting, get better performance.

  • @Kaldrin
    @Kaldrin 3 ปีที่แล้ว

    That is quite complex I don't understand most of this ^^, But thanks !

  • @yggdrasilthousandsand3124
    @yggdrasilthousandsand3124 5 ปีที่แล้ว

    Does this mean its best if we dont make transform hierarchies at all ? think "transforms have no child transforms at all" ?

  • @ravibabu435
    @ravibabu435 6 ปีที่แล้ว

    Is assigning parent during instantiation i.e Instantiate(prefab, parent) recommended in 2018.1?? Because unparented transforms are giving great performance.

  • @jonathansaindon788
    @jonathansaindon788 5 หลายเดือนก่อน

    Is Ian still at Unity?

  • @andrewzuo86
    @andrewzuo86 6 ปีที่แล้ว +2

    What? No suit this year?

  • @ofgonen4716
    @ofgonen4716 5 ปีที่แล้ว +2

    how the heck this videos got so little views.

  • @leakyabstraction
    @leakyabstraction 5 ปีที่แล้ว

    Why would you do massive amounts of string comparisons in a performance-sensitive context to begin with?

    • @mattschafer3057
      @mattschafer3057 4 ปีที่แล้ว

      Like he says at the start, it depends on your use cases. If somebody happens to be using Unity to create something (not just a game) that does a large number of string comparisons, then that would be a potential performance improvement. His point is to apply the same process he's using to optimize, not the specific optimizations themselves.

  • @tiantianwang1417
    @tiantianwang1417 3 ปีที่แล้ว

    OK, I do batch my positions and do all the “set transform position" in my renderPositionSystem at the end, Still not good, the perfomance for 5,000 + gameobject is unacceptable, I have switched to the job systems.

  • @aravindgsk1053
    @aravindgsk1053 6 ปีที่แล้ว

    THIS Program is useful today to seeing! I am so handsome! (subscribes do you like unity videos?)

  • @modapk6989
    @modapk6989 6 ปีที่แล้ว

    Unity hace que mi computadora se friza mucho