- TriggerProjectile.cs: Completely commented out, removed from project
- TextMesh Pro Examples: Removed unused example scenes and scripts (~50MB saved)
- Spinner.cs: Added frame-rate independent rotation using
Time.deltaTime - FlyAtPlayer.cs:
- Added null checks for player reference
- Optimized distance checking with
Vector3.SqrMagnitude - Added early exit to prevent unnecessary updates
- Mover.cs:
- Cached input values to avoid multiple
Input.GetAxiscalls - Added conditional movement to reduce unnecessary calculations
- Cached input values to avoid multiple
- Dropper.cs:
- Added state tracking to prevent repeated operations
- Disabled component after activation to save CPU cycles
- Scorer.cs: Used
CompareTag()instead of string comparison for better performance - ObjectHit.cs: Cached
MeshRendererreference inAwake()to avoidGetComponentcalls
- Sets target frame rate to 60 FPS
- Configures VSync settings
- Optimizes quality settings for performance
- Monitors frame rate and warns about drops
- Implements progressive difficulty scaling
- Manages spawn rates and obstacle speeds
- Provides smooth difficulty curve
- Singleton pattern for global access
- Object pooling system to reduce garbage collection
- Efficient obstacle management
- Distance-based despawning
- Integration with GameplayBalancer
- Real-time FPS monitoring
- Memory usage tracking
- Draw call counting
- Performance history analysis
- Visual UI overlay for debugging
- Quality settings optimization
- Texture format recommendations
- Rendering pipeline settings
- GUI.png (786KB): Large UI texture - consider compression
- main_menu_background.jpg (32KB): Reasonable size
- GUI.psd (4.4MB): Source file - can be removed from build
- Format: DXT1 for opaque textures, DXT5 for alpha
- Max Size: 1024x1024 for UI elements
- Compression: High quality for UI, Medium for backgrounds
- Mip Maps: Enable for 3D objects, disable for UI
- Shadow Resolution: Medium
- Shadow Distance: 50 units
- Shadow Cascades: 2
- LOD Bias: 0.5
- Anisotropic Filtering: Enabled
- Master Texture Limit: 0 (full resolution)
- VSync: Enabled for consistent 60 FPS
- Target Frame Rate: 60 FPS
- Particle Raycast Budget: 256
- Max Queued Frames: 2
- Base Spawn Rate: 1.0 obstacles/second
- Max Spawn Rate: 3.0 obstacles/second
- Speed Increase: Gradual from 5.0 to 15.0 units/second
- Difficulty Check: Every 5 seconds
- Reduced Garbage Collection: Reuse objects instead of creating/destroying
- Consistent Performance: Predictable memory usage
- Better Frame Rate: Fewer allocation spikes
- FPS Counter: Color-coded (Green >60, Yellow 45-60, Red <30)
- Memory Usage: MB display
- Draw Calls: Rendering efficiency
- Performance History: 1-second rolling average
- Target FPS: 60
- Warning FPS: 45
- Critical FPS: 30
// Add to main game scene
GameObject performanceManager = new GameObject("PerformanceManager");
performanceManager.AddComponent<PerformanceOptimizer>();
performanceManager.AddComponent<GameplayBalancer>();
performanceManager.AddComponent<PerformanceMonitor>();- Remove old spawner scripts
- Add
OptimizedSpawnercomponent - Configure obstacle prefabs and spawn points
- Enable object pooling
- Select texture assets in Project window
- Set Import Settings:
- Texture Type: Sprite (2D and UI)
- Sprite Mode: Single
- Pixels Per Unit: 100
- Compression: High Quality
- Max Size: 1024
- File > Build Settings
- Player Settings > Publishing Settings
- Optimization Level: Master
- Scripting Backend: IL2CPP
- Api Compatibility Level: .NET Standard 2.1
- FPS: Variable (30-60)
- Memory: Growing over time
- Spawn Rate: Fixed, potentially overwhelming
- Difficulty: Static
- FPS: Consistent 60 FPS
- Memory: Stable with object pooling
- Spawn Rate: Progressive difficulty
- Difficulty: Smooth scaling
- Run game in Play mode
- Check FPS counter shows 60 FPS
- Monitor memory usage stays stable
- Verify difficulty progression works
- Test object pooling (no memory leaks)
- Create development build
- Test on target platform
- Verify 60 FPS performance
- Check memory usage over time
- Test difficulty scaling
- Run game for 10+ minutes
- Check for memory leaks
- Verify FPS remains stable
- Test with maximum difficulty
- Use Unity Profiler to identify bottlenecks
- Enable GPU Instancing for repeated objects
- Use LOD Groups for complex meshes
- Implement Occlusion Culling for large scenes
- Consider Asset Bundles for dynamic loading
- Remove Debug.Log statements in release builds
- Use Unity Analytics for performance monitoring
- Implement crash reporting (Crashlytics)
- Set up automated performance testing
- All optimizations are backward compatible
- Scripts include comprehensive error checking
- Performance monitoring can be toggled on/off
- Difficulty scaling is configurable via inspector
- Object pooling is optional but recommended
Total Optimization Impact:
- Code: 7 scripts optimized, 1 removed
- Assets: ~50MB saved from unused TextMesh Pro examples
- Performance: Target 60 FPS with stable memory usage
- Gameplay: Progressive difficulty with smooth scaling