๐๐ฟ๐ฒ ๐ฌ๐ผ๐๐ฟ ๐๐ฎ๐บ๐ฒ ๐ข๐ฝ๐๐ถ๐บ๐ถ๐๐ฎ๐๐ถ๐ผ๐ป๐ ๐๐ผ๐๐๐น๐ฒ๐ป๐ฒ๐ฐ๐ธ๐?
Object pooling is a common Unity trick. You reuse objects to stop lag. But pooling GameObjects has a cost. It leaves memory fragments. It slows down your game.
Stop hiding allocations. Remove them.
Switch to a data-oriented way. Use these three tools:
- C# Structs: These are value types. They avoid the managed heap.
- NativeArrays: These store data in a row. They bypass the garbage collector.
- Burst Jobs: These run code on all CPU cores. They turn C# into fast machine code.
This change gives you:
- Zero GC pauses.
- Fast cache access.
- Higher object counts.
Use this for projectiles and particles. Your game will run smoother.
Source: https://dev.to/prabashanadev/are-your-games-optimizations-just-bottlenecks-in-disguise-593a