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Everyday Unity

Everyday Unity

@everydayunity

A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting
Website: https://gamedev.center

Most used tags are:
#performance
#shader
#interview

Author: @alexmtr
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Post #2589 1.04K
Post #2588 1K
Optimizing Burst matrix multiplications

A deep dive into optimizing matrix multiplications. A story of multiple optimization attempts, moving from basic implementation to hand-tuned intrinsics.
Key takeaways from the optimization journey:
* Switching to Unity’s Mathematics package (SIMD-friendly) immediately gave a massive boost over standard C#.
* The Low-Hanging Fruit: Using FloatMode.Fast allows the compiler to merge instructions into Fused Multiply-Add (FMLA).
* Reinterpreting NativeArray<Matrix4x4> as float4x4 helps the compiler see the data layout more clearly, reducing instruction count.
* Utilizing Affine Matrices (since most game objects don't use perspective projection) allows you to skip calculating the 0,0,0,1 row, saving significant cycles.
* Using Intrinsics and float4x3 to pack data tightly into vector registers.
This is a must-read if you are working on high-performance physics, skinning, or animation systems in Unity.

https://medium.com/toca-boca-tech-blog/optimizing-burst-matrix-multiplications-bfb301de80ce

#burst #optimiziation
Medium Optimizing Burst matrix multiplications Learn how to achieve 4.5x performance gains with matrix multiplications in Unity’s Burst, and how your C# code affects the final assembly.
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Post #2587 1.04K
Everyday Unity Timelines for CoreCLR
The Unity Engine Roadmap

It was impossible for me to share live at Unite all the great features they have planned as it was so packed. Check the recording and you'll definitely find something interesting for you.

I posted the most exciting stuff for me live on the 19th of November, what do you expect the most from the roadmap?

https://youtu.be/rEKmARCIkSI

#roadmap
YouTube The Unity Engine roadmap | Unite 2025 Building off our GDC 2025 talk, join us for the next can’t-miss session exploring the latest advancements in the Unity Editor and Engine. In just one hour, we’ll dive into the innovations shaping Unity 6—our current generational release—including upgrades…
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Post #2584 1.06K
Talk: Understanding Unity Memory

I recommend checking the recording as Richard gives a gentle intro into how memory works. It must be interesting if you haven't learned it before.

There were a few slides that caught my attention:
- how to use unsafe to allocate your data sequentially in memory in his particular case
- other GC in Unity used for assets etc
- when to split big structs
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Post #2583 731
Talk: Keeping it simple and indie on Multiplayer

What a nice day-1 set of features for the speaker and his indie game
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Post #2581 750
Assets loading section

Disable audio preloading
Tune Async Upload Pipeline
Strip shader variants, less shaders to load and compile
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Post #2580 739
Everyday Unity Sounds like the exactly same advice from the last year about shader variants and how to optimize it. Nicolas goes into more details how keywords and variants work
The final tip on shaders about how to check what goes into build
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Post #2579 707
Everyday Unity Use ifs in shaders instead of keywords. Profile it. It might be better for your case.
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Post #2578 668
Everyday Unity Sounds like the exactly same advice from the last year about shader variants and how to optimize it. Nicolas goes into more details how keywords and variants work
Use ifs in shaders instead of keywords. Profile it. It might be better for your case.
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Post #2576 612
Sounds like the exactly same advice from the last year about shader variants and how to optimize it. Nicolas goes into more details how keywords and variants work
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Post #2575 574
The next default tip: disable domain reload on entering play mode
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Post #2574 503
How to speed up the compilation.

I worked at a project with 1800 assemblies. Everything was slow: Unity compilation, domain reload, Rider processing all these solutions. So it's a good advice to keep track of your compilation and assemblies count in control
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Post #2573 459
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Post #2572 472
A default tip from every year about how transform hierarchies work in unity and how it can be parallelized
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Post #2570 475
Everyday Unity Advanced performance tips and tricks from a Unity consultant One of the most anticipated talk of the conference
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