I gave a talk at Unite 2025 about the Unity Profiler, Project Auditor, Profiler Overview, Memory Profiler tips and featuring a sneak peak of some AI-assisted Profiling. It's now on YouTube here: www.youtube.com/watch?v=S4xF...
Probably most importantly though it also features me dressed as a chef 🧑🍳
Posts by Peter Hall
Hmmm, I'd never thought of that, thank you for the suggestion! I'll put it on our list and we'll have a think about whether there's a good way we could do it!
Best talk presentation? 😅👨🍳
#Unite2025 #Unity3D
Oh no, hope you're okay!
Using Unity and interested in what you can do to improve your project's performance or use of best practices?
Check out this video about Project Auditor, a package that will analyze your project and list issues to investigate and fix:
www.youtube.com/watch?v=8QQG...
#unity3d #unity #unitytips
Are GC Allocations killing FPS in your Unity game?
It might be very easy to optimize! 👩🏭😎
#unitytips #unity3d #procedural
It's lime to spute.
Would you like to learn more about the Unity Memory Profiler?
Next Thursday Martin Schmitz from the Profiler team will host a webinar talking through features and some profiling workflows.
Register here: create.unity.com/unity-6-memo...
Hope to see some of you there!
#unity3d #unity #gamedev
9/9 Also, try to avoid calling things 10000 times if you can!
8/9 So how do I use Deep Profile? Well, if there’s a gap in my profile and I want to see what is there, I turn it on, manually add markers, then turn it off again. Whenever I have a profile capture taken with Deep Profile on I do not use the timing information from it.
7/9 I might then optimize function B because the profiler says it’s expensive. I'd go to profile again and it looks faster, but when I turn Deep Profile off, my performance gains will disappear because it’s just the profiling overhead I’ve reduced.
6/9 However, if B is small/fast, the overhead can take as long as the work inside function B does. Then turning on Deep Profile will make 10000 calls to function B appear more expensive than they really are.
5/9 All your function calls will now show up in your profile capture (yay!) but each of the 10000 calls will add overhead for us to record information about that call. When function B is big, the overhead doesn't matter too much.
4/9 Well, yes and no. Deep Profile is good for showing what code is running, but it’s not so good for measuring how long things take. Why? Well, let’s say we have a function A, which calls function B 10000 times. Deep Profile will add markers to each of those 10000 calls to B.
3/9 When you don’t add markers, you won’t see all your code showing up in the Profiler. There is a button in the Profiler that says “Deep Profile”. This button automatically adds markers to everything, so you don’t have to add them yourself. Seems great right?
2/9 This is as opposed to (say) a sampling profiler, which reports what is happening every so often. Why is this important? Well, it means we have to add markers to things we want to profile (with ProfilerMarker) to get them to show up.
1/9 How about a Unity profiler tip? Sure, you say, you love profilers? Okay! The Unity Profiler is an instrumented profiler. That means that we do a little bit of work for each marker you see in the profiler to record information. #unity3d #gamedev
We just released Unity 6, with new profiler features in it (made by my team). I talked on our livestream about them (the features not the team) with Jackson and Cristiana:
www.youtube.com/live/JEjAeDg...
Feel free to ask me profiling related questions - I'd love to help!
#unity #unity3d #gamedev
While I'm here, if you're interested in learning about profiling and optimizing games, you might like this talk I gave recently. It covers some Unity specifics, but a lot of it is tech agnostic. Hope you enjoy it!
youtube.com/watch?v=_cV1...
#gamedev #madewithunity #unity3d #unity