Using Trygetcomponent Instead of Getcomponent to Avoid Memory Allocation in the Editor

If you are a Unity developer, you may find that memory allocation in the editor when you call GetComponent() to query for a component that doesn’t exist. Just like the screenshot below.

A Solution to Sprite Atlas Are Duplicated Into Other Asset Bundles

There is a common issue with sprite atlas and asset bundles before Unity 2018.4.6. That is, when using sprite atlas and asset bundle, the sprite atlas texture may be duplicated into other asset bundles. You can find the issue here. This article will discuss how to solve this issue.

My Ara Tour Dashboard VR

In the My Ara Tour Dashboard VR project, you can 1)check the messages. 2)check out the ara city campus model/map with tips. 3)and check out the timetable items.

iOS Memory Deep Dive for Unity Developers

The main content includes analyzing the memory management of the iOS system, using the Instrument to view the memory status of a Unity game, and using the command line tools to dig deep into the memory problems in a Unity game.

Using Android Studio to Profile the Unity App on the Android Platform

In fact, the current Android Studio already provides a good profiler tool for the Android platform.

How to Use Xcode to Find Out the Shader Code Bug?

I write this article to record the process of debugging this issue. At the same time, this article will also introduce how to use Xcode tools to debug shader code to find existing rendering bugs.

Don't ignore the side effect of Managed code stripping

After Unity 2018.3, the new `Managed Stripping Level` option replaces the old `Stripping Level` option in the player settings. This new option is available for all platforms and both Mono and IL2CPP scripting backends. The main purpose of this feature is to reduce the size of the app by removing some unused code. It sounds great, but there is a potential side effect. How does Unity know which code is unused code?

Mesh compression in Unity: Why is the Memory of My Game Unchanged?

I believe that many developers will have similar misunderstandings after seeing the name Mesh Compression. So this blog is about how to optimize Mesh in Unity to save memory, and why the Mesh Compression option is turned on, but it doesn't help memory.

Using Snapdragon Profiler to Profile Unity App on the Android Platform

A blog post about the profiling tool on the Android platform - the `Snapdragon Profiler`. Compared with its predecessor `Adreno Profiler`, Snapdragon Profiler is a substitute for the former and has added support for Vulkan. Therefore, it is recommended that you can use this tool to profile Android devices with Qualcomm chips.

Realistic Real Time Grass Rendering With Unity

Realistic Real Time Grass Rendering With Unity. Using the Geometry Shader to generate millions of grass on GPU.