Mobile Recap: New Tools for Performance in Unity 6.1 Performance is non-negotiable on mobile. Whether you’re chasing smoother framerates or faster load times, the earlier you can spot and fix issues, the better. In Unity 6.1 we released tools..."> Mobile Recap: New Tools for Performance in Unity 6.1 Performance is non-negotiable on mobile. Whether you’re chasing smoother framerates or faster load times, the earlier you can spot and fix issues, the better. In Unity 6.1 we released tools..." /> Mobile Recap: New Tools for Performance in Unity 6.1 Performance is non-negotiable on mobile. Whether you’re chasing smoother framerates or faster load times, the earlier you can spot and fix issues, the better. In Unity 6.1 we released tools..." />

Upgrade to Pro

Mobile Recap: New Tools for Performance in Unity 6.1

Performance is non-negotiable on mobile. Whether you’re chasing smoother framerates or faster load times, the earlier you can spot and fix issues, the better. In Unity 6.1 we released tools that give you more visibility into how your project runs, and more control for improved rendering. Here’s a recap of what’s new to help you ship better games on mobile.Introducing Project AuditorUnity 6.1 includes the full release of Project Auditor, a package that analyzes your project and flags opportunities to improve performance and reduce build size.Find managed memory allocations in code
Keeping your code free of unnecessary allocations is the key to a smooth framerate, and Project Auditor’s Code view will show you all the places you’re currently allocating managed memory. It highlights those that are on more frequent codepathsso you can go through and improve these to make sure you’re reusing and pooling memory as appropriate, or making use of API calls that don’t allocate managed memory.Check asset import settings across platforms
Making sure all your textures, models, sound effects and other assets are set up appropriately for your project on each platform can be a time consuming and tedious process. Project Auditor shows you lists of all your assets with their settings in a table so you can quickly find those which need their import settings changed, and will even suggest changes you might make to reduce your memory footprint or improve loading times.Understand your build size
Knowing the size of your game build and what is contributing to that can make a world of difference when trying to optimize build size for release. Project Auditor can show you a list of your build contents and the size of the different assets or objects in your project so you can focus your efforts where it matters. Join the Discussions thread or dive into the package docs to start using Project Auditor in your workflow.Rendering Improvements for MobileAt GDC, our graphics team shared what’s new in rendering across Unity 6.0, 6.1, and what’s coming next. Here's a quick look at what shipped in 6.1.URP Deferred+
This new rendering path is tuned for tile-based architectures and scales better across scenes with many lights or instances. In our benchmarks, Deferred+ outperformed traditional Deferred in most mobile scenarios. Deferred rendering is also now integrated with Render Graph, reducing memory transfers and energy use on Vulkan, Metal and DirectX12.Variable Rate ShadingThis lets you optimize shading workloads for URP render features, and balance between fidelity and performance. Available on supported Vulkan Android devices, as well as PCand compatible consoles. See the sample project in our Discussions thread.Vulkan Device and Graphics Jobs Filtering
You can now filter Graphics API and Graphics Job usage by device, to benefit from Vulkan on modern Android platforms while falling back on OpenGLES on older devices. Graphics Jobs are now production-ready, offering CPU-side gains via Vulkan multithreading on capable premium Android devices. about it in our docs.Graphics State Collection API
This API tracks the graphics states used during rendering to prevent shader compilation stutters and achieve smoother gameplay. Unity 6.1 also adds an automatic fallback to legacy shader warmup, making the workflow more consistent across APIs. See the sample project and Discussions thread.Wrapping UpThe new performance tools in Unity 6.1 are designed with mobile realities in mind. Between memory pressure and varied hardware, mobile optimization isn’t just about polish, it’s about whether your game feels playable at all. These updates help you narrow in on what’s holding your game back early, so you’re not chasing them down at the last minute.For deep dives, explore the linked examples and Discussions threads. We welcome your take on what’s working in your mobile build.
#mobile #recap #new #tools #performance
Mobile Recap: New Tools for Performance in Unity 6.1
Performance is non-negotiable on mobile. Whether you’re chasing smoother framerates or faster load times, the earlier you can spot and fix issues, the better. In Unity 6.1 we released tools that give you more visibility into how your project runs, and more control for improved rendering. Here’s a recap of what’s new to help you ship better games on mobile.Introducing Project AuditorUnity 6.1 includes the full release of Project Auditor, a package that analyzes your project and flags opportunities to improve performance and reduce build size.Find managed memory allocations in code Keeping your code free of unnecessary allocations is the key to a smooth framerate, and Project Auditor’s Code view will show you all the places you’re currently allocating managed memory. It highlights those that are on more frequent codepathsso you can go through and improve these to make sure you’re reusing and pooling memory as appropriate, or making use of API calls that don’t allocate managed memory.Check asset import settings across platforms Making sure all your textures, models, sound effects and other assets are set up appropriately for your project on each platform can be a time consuming and tedious process. Project Auditor shows you lists of all your assets with their settings in a table so you can quickly find those which need their import settings changed, and will even suggest changes you might make to reduce your memory footprint or improve loading times.Understand your build size Knowing the size of your game build and what is contributing to that can make a world of difference when trying to optimize build size for release. Project Auditor can show you a list of your build contents and the size of the different assets or objects in your project so you can focus your efforts where it matters.➡️ Join the Discussions thread or dive into the package docs to start using Project Auditor in your workflow.Rendering Improvements for MobileAt GDC, our graphics team shared what’s new in rendering across Unity 6.0, 6.1, and what’s coming next. Here's a quick look at what shipped in 6.1.URP Deferred+ This new rendering path is tuned for tile-based architectures and scales better across scenes with many lights or instances. In our benchmarks, Deferred+ outperformed traditional Deferred in most mobile scenarios. Deferred rendering is also now integrated with Render Graph, reducing memory transfers and energy use on Vulkan, Metal and DirectX12.Variable Rate ShadingThis lets you optimize shading workloads for URP render features, and balance between fidelity and performance. Available on supported Vulkan Android devices, as well as PCand compatible consoles. See the sample project in our Discussions thread.Vulkan Device and Graphics Jobs Filtering You can now filter Graphics API and Graphics Job usage by device, to benefit from Vulkan on modern Android platforms while falling back on OpenGLES on older devices. Graphics Jobs are now production-ready, offering CPU-side gains via Vulkan multithreading on capable premium Android devices. about it in our docs.Graphics State Collection API This API tracks the graphics states used during rendering to prevent shader compilation stutters and achieve smoother gameplay. Unity 6.1 also adds an automatic fallback to legacy shader warmup, making the workflow more consistent across APIs. See the sample project and Discussions thread.Wrapping UpThe new performance tools in Unity 6.1 are designed with mobile realities in mind. Between memory pressure and varied hardware, mobile optimization isn’t just about polish, it’s about whether your game feels playable at all. These updates help you narrow in on what’s holding your game back early, so you’re not chasing them down at the last minute.For deep dives, explore the linked examples and Discussions threads. We welcome your take on what’s working in your mobile build. #mobile #recap #new #tools #performance
UNITY.COM
Mobile Recap: New Tools for Performance in Unity 6.1
Performance is non-negotiable on mobile. Whether you’re chasing smoother framerates or faster load times, the earlier you can spot and fix issues, the better. In Unity 6.1 we released tools that give you more visibility into how your project runs, and more control for improved rendering. Here’s a recap of what’s new to help you ship better games on mobile.Introducing Project AuditorUnity 6.1 includes the full release of Project Auditor, a package that analyzes your project and flags opportunities to improve performance and reduce build size.Find managed memory allocations in code Keeping your code free of unnecessary allocations is the key to a smooth framerate, and Project Auditor’s Code view will show you all the places you’re currently allocating managed memory. It highlights those that are on more frequent codepaths (like Update calls) so you can go through and improve these to make sure you’re reusing and pooling memory as appropriate, or making use of API calls that don’t allocate managed memory.Check asset import settings across platforms Making sure all your textures, models, sound effects and other assets are set up appropriately for your project on each platform can be a time consuming and tedious process. Project Auditor shows you lists of all your assets with their settings in a table so you can quickly find those which need their import settings changed, and will even suggest changes you might make to reduce your memory footprint or improve loading times.Understand your build size Knowing the size of your game build and what is contributing to that can make a world of difference when trying to optimize build size for release. Project Auditor can show you a list of your build contents and the size of the different assets or objects in your project so you can focus your efforts where it matters.➡️ Join the Discussions thread or dive into the package docs to start using Project Auditor in your workflow.Rendering Improvements for MobileAt GDC, our graphics team shared what’s new in rendering across Unity 6.0, 6.1, and what’s coming next (which you can watch here). Here's a quick look at what shipped in 6.1.URP Deferred+ This new rendering path is tuned for tile-based architectures and scales better across scenes with many lights or instances. In our benchmarks, Deferred+ outperformed traditional Deferred in most mobile scenarios. Deferred rendering is also now integrated with Render Graph, reducing memory transfers and energy use on Vulkan, Metal and DirectX12.Variable Rate Shading (Vulkan) This lets you optimize shading workloads for URP render features, and balance between fidelity and performance. Available on supported Vulkan Android devices, as well as PC (DX12) and compatible consoles. See the sample project in our Discussions thread.Vulkan Device and Graphics Jobs Filtering You can now filter Graphics API and Graphics Job usage by device, to benefit from Vulkan on modern Android platforms while falling back on OpenGLES on older devices. Graphics Jobs are now production-ready, offering CPU-side gains via Vulkan multithreading on capable premium Android devices. Read more about it in our docs.Graphics State Collection API This API tracks the graphics states used during rendering to prevent shader compilation stutters and achieve smoother gameplay. Unity 6.1 also adds an automatic fallback to legacy shader warmup, making the workflow more consistent across APIs. See the sample project and Discussions thread.Wrapping UpThe new performance tools in Unity 6.1 are designed with mobile realities in mind. Between memory pressure and varied hardware, mobile optimization isn’t just about polish, it’s about whether your game feels playable at all. These updates help you narrow in on what’s holding your game back early, so you’re not chasing them down at the last minute.For deep dives, explore the linked examples and Discussions threads. We welcome your take on what’s working in your mobile build.
·178 Views