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All of our UnityTips

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  • #UnityTips
    Insider Ed. 15 of 25 by @TheLlamAcademy

    When using the Unity Navigation Package, you can configure different NavMeshAgent settings to get variations in how different units can path in the scene.#gamedev #indiedev pic.twitter.com/Org7eUiynS

    — Binary Impact (@BinaryImpactG) January 20, 2026

  •  

    #UnityTips
    Insider Ed. 14 of 25 by @AdamMyhre1

    Use Shader.PropertyToID(„_MyProp“) and Animator.StringToHash(„Run“) to cache IDs.

    It avoids repeated managed-to-native calls and internal string lookups, improving performance in hot paths. Store the result and reuse it.#gamedev pic.twitter.com/6cEYLhBKZ9

    — Binary Impact (@BinaryImpactG) January 13, 2026

  • #UnityTips
    Insider Ed. 05 of 25 by @the_real_aia

    Quick action shots of your game. Pause at runtime w. CTRL + SHIFT + F9.

    Manually move everything to cinematic views.

    Right-click camera, align w. scene sets the main camera, capture all post-processing FX for a polished look. pic.twitter.com/BiaDZam7NT

    — Binary Impact (@BinaryImpactG) November 11, 2025

  • #UnityTips

    You can enable Flow Events in the Profiler to get a better understanding of dependencies between worker threads.

    Enable it trough the three dots as shown in the screenshot!#gamedev #indiedev pic.twitter.com/sTSkobPjKM

    — Binary Impact (@BinaryImpactG) August 12, 2025

  • #UnityTips

    Not much happening on screen? Limited performance available? Reduce frames rendered with OnDemandRendering.renderFrameInterval while keeping your logic run at full speed!

    Great during idle times, menus, pausing…https://t.co/0j2bB78K0f#gamedev #indiedev pic.twitter.com/F3WHkXIgMu

    — Binary Impact (@BinaryImpactG) April 22, 2025

  • #UnityTip

    When you create resources in code, make it a habbit to name them, otherwise you may look at a list like this in your memory profiler.

    Also remember to release anything you allocated to avoid leaks!#gamedev #indiedev pic.twitter.com/7qjFjN2lvP

    — Binary Impact (@BinaryImpactG) January 28, 2025

  • #UnityTips With the Memory Profiler package you can easily detect where exactly a memory heavy asset was used.
    Install it via the Package Manager for this and many more useful applications! pic.twitter.com/rPcjGOfffs

    — Binary Impact (@BinaryImpactG) January 21, 2025

  • #UnityTips The folks over @unitygames recently released an optimization guides for console, PC, mobile, web, and XR.

    Maybe it is worth a read over the holidays 😉

    Merry Xmas everyone!https://t.co/TR4tp71nwM

    — Binary Impact (@BinaryImpactG) December 24, 2024

  • #UnityTips Your localization tables lose their addressable group reference?
    You can fix them by marking the appropriate assets as Addressables & open the Addressables Analyzer windows.
    Select Analyze Rules -> Fixable Rules and run it with „Fix Selected Rules“!#gamedev #indiedev pic.twitter.com/qNgFSmLrSs

    — Binary Impact (@BinaryImpactG) December 17, 2024

  • #UnityTips Try to avoid absolute path notations in your packages. It’ll make moving them very tedious.

    Try to use assembly definitions or relative path notations instead. The package will be movable to a different location with much less effort.#gamedev #indiedev pic.twitter.com/gFqqPnGsNy

    — Binary Impact (@BinaryImpactG) December 10, 2024

  • #UnityTips

    Remember occlusion culling? Boost performance trough a spatial structure to determine visibility?

    It became a lot easier in Unity 6 with GPU occlusion culling.

    Set up the GPU resident drawer and enable GPU occlusion culling in the URP renderer!#indiedev #gamedev pic.twitter.com/k55uz79tUK

    — Binary Impact (@BinaryImpactG) November 19, 2024

  • #UnityTips

    Free performance trough upscaling? DLSS2, FSR2 and XeSS sound intimidating?

    With #Unity6 the introduced their very own take: Spatial Temporal Upscaling, STP in short.

    Enable it in your URP Asset. Check the image for render scale comparisons.#indiedev #gamedev pic.twitter.com/fXAYQf9KL9

    — Binary Impact (@BinaryImpactG) November 12, 2024

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