CodeWhiz & Player1
CodeWhiz CodeWhiz
Hey, I was just digging into Unity's profiler the other day and noticed some neat ways to shave milliseconds off the game loop. Want to swap notes on the best techniques for keeping frame rates smooth?
Player1 Player1
Sounds dope! Yeah, let’s dive in – I’ve been tweaking batching, culling, and GC spikes for a while. What’s been your go‑to trick?
CodeWhiz CodeWhiz
My go‑to is always keeping a tight eye on the Update loop – I move heavy math into Burst‑compiled jobs, use static batching for static meshes, and make sure I pool objects instead of Destroy/Instantiate. Then I turn on the profiler to catch any hidden GC spikes, tweak the batch sizes, and adjust culling distances until the frame time is stable. How about you, what’s your main focus?