I have recently (and by recently I mean like 2-3 weeks ago) posted an In-depth on Unity’s Entity Component System – so it is about time to take a look at the Jobsystem as well.

Generally, it is a good idea to not see these two things as separates but rather as a combined system to improve your game performance immensely. We will take a dive into making a project including both, to get to something with really high performance eventually. But before we can properly do that you need to understand the basics of both of them. So if you have no clue about the Entity Component System you should go and read that article first.

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If you are interested to know what the Entity Component System is and how it technically works then this is the article for you.

A couple of days ago I started a poll on Twitter asking you guys what you are most interested in. I knew I was going to post this pretty soon anyways as I had been starting to work on it a while back – I just didn’t get around to write a proper post about it yet.

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Ever since I started programming with Unity I heard a lot of people say that Unity’s biggest downside is that you can’t use multi-threading except for utilizing CoRoutines (which, by the way, aren’t exactly multi-threading anyways (I’ll get into that in a future post)!) Doing a bunch of research and actually getting some insight on this topic I realized that this is quite the bullshit statement – you can in fact multi-thread within Unity, there are just some things you have to consider when you are attempting it. This article will give you a basic understanding of what multi-threading is, how it works and how to implement it safely in Unity.

 

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I wrote a blog entry on performance optimization before. It focused on how code optimizations can enhance your performance by about 50 percent.You can check it out here!

This tech demo goes a bit deeper and to do that you’ll first have to understand what Unity does under the hood. Unity utilizes a messaging system that lets you use a bunch of functions that will be called at specific events during runtime. Said functions are your basic Awake(),Start() and Update() for example.

 

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I did a lot of research on the topic of performance optimization in Unity. I recently added all of them up and compared the results to decide whether they are worth it or not. Obviously, there is no such thing as too much performance but with having clean, pretty code in the back of your mind, you have to evaluate and see to which extent code optimization is worth it. You’ll grasp the full meaning of this if you continue reading.

 

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