3 ms·
It's not Unity, it's the developers. Unity can perform very well if enough care and effort is taken to understand it. The problem is a lot of Unity developers d
by crysin 8y ago
It's not Unity, it's the developers. Unity can perform very well if enough care and effort is taken to understand it. The problem is a lot of Unity developers don't take the time to learn it's mechanics or just don't understand programming all that well. If you were to attach Unity's profiler to a majority of the Unity games out there, which I'm sure with some you could because they're probably built with the autoconnect profiler set to true, you'd probably see a monstrous amount of garbage collecting occurring. Not understanding update cycles or the performance implications of newing each update is what I've seen be the true source of performance loss in Unity, in general. Unity also has a GetComponent<T> because they need to access a class attached to a Unity GameObject, but instead of caching that reference to the gameObject they just do the GetComponent each frame or each method call, which has a performance impact because Unity needs to filter through all the active GameObjects to find either the first one or all of the ones that have said component. Stuff like that is why Unity games run so poorly, the engine is almost to accessible.