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Question by uriis10 · May 08, 2020 at 01:39 PM · fpsprofilerfaster

How can I make my games faster

Recently I started looking into making my games faster using the profiler. I noticed that that about 95% of each frame is taken by something under a category called "others". The source of the problem clearly isn't rendering, scripting or physics (or Debug.Log()/print()/FindObjectOfType() etc. methods). I tried looking in the profilers hierarchy but the problem is under the "EditorLoop", so I can't find out whats causing it. I would love for some help on this and also some general tips on how to make my games faster.

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avatar image Hellium · May 08, 2020 at 04:53 PM 0
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If you want to profile your game correctly, profile a build. As you have written yourself, the problem is under EditorLoop, which is basically the stuff ran by the editor. If you profile the built game, you won't have all the stuff under EditorLoop

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Answer by FZ_Applications · May 08, 2020 at 07:51 PM

The editor loop is the overhead of running the game in the engine environment called editor.
If you build the game this overhead is gone and the game runs way faster.
I guess this is normal, but I can't tell for sure.

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avatar image uriis10 · May 10, 2020 at 06:54 AM 0
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How can I profile a game build?

avatar image FZ_Applications uriis10 · May 11, 2020 at 06:06 PM 0
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AFAIK you have to enable Development $$anonymous$$ode and Autoconnect Profiler in the build settings and use the profiler.

avatar image FZ_Applications uriis10 · May 11, 2020 at 06:15 PM 0
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Personally I recommend, not to care too much about performance. You can do it afterwards. I think the only siginficant performance killers are AI, rendering and tasks like mesh updates. This depends on your game. Rendering performance can be improved by static or dynamic batching or using fewer lights. Script performance can be improved by not using GameObject.Find, Camera.main in Update() and caching components accessed every frame.

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