Performance optimization strategies and best practices for Life in Between XR.
- Performance Targets
- Profiling
- Optimization Strategies
- AR Performance
- 3D Model Optimization
- UI Performance
- Memory Management
- Best Practices
- Minimum: 30 FPS
- Target: 60 FPS
- Consistent: Avoid frame drops
- Target: < 500 MB
- Peak: < 1 GB
- Monitor: For memory leaks
- Target: Reasonable drain
- Monitor: During extended use
- Optimize: Reduce unnecessary work
- Minimize: API calls
- Cache: When possible
- Batch: Multiple requests
Access: Window > Analysis > Profiler
Key Metrics:
- CPU usage
- GPU usage
- Memory usage
- Rendering stats
Usage:
- Connect to device or use Editor
- Start profiling
- Use app normally
- Analyze results
- Identify bottlenecks
-
CPU Usage:
- Script execution time
- Rendering time
- Physics time
- Garbage collection
-
Memory:
- Total allocated
- Texture memory
- Mesh memory
- Audio memory
-
Rendering:
- Draw calls
- Batches
- Triangles
- SetPass calls
- Profile on actual device
- Profile during typical usage
- Profile extended sessions
- Compare before/after optimizations
Goal: Minimize draw calls
Strategies:
-
Batching:
- Use static batching for static objects
- Use dynamic batching for small objects
- Combine meshes when possible
-
Atlas Textures:
- Combine textures into atlases
- Reduce texture switches
- Use texture arrays
-
LOD Groups:
- Use LOD for complex objects
- Reduce detail at distance
- Optimize polygon count
Strategies:
-
Compression:
- Use appropriate compression
- ETC2 for Android
- Reduce texture sizes
-
Mipmaps:
- Enable mipmaps
- Reduce memory usage
- Improve performance
-
Texture Size:
- Use appropriate sizes
- Power of 2 dimensions
- Reduce unnecessary detail
Strategies:
-
Cache References:
// Bad void Update() { GetComponent<Renderer>().material.color = Color.red; } // Good private Renderer m_renderer; void Awake() { m_renderer = GetComponent<Renderer>(); } void Update() { m_renderer.material.color = Color.red; }
-
Avoid Allocations:
- Avoid creating objects in Update()
- Reuse objects
- Use object pooling
-
Optimize Loops:
- Minimize loop iterations
- Cache array lengths
- Use foreach sparingly
Strategies:
-
Plane Detection:
- Limit plane detection frequency
- Use appropriate plane detection mode
- Disable when not needed
-
Tracking:
- Optimize tracking settings
- Reduce tracking overhead
- Use appropriate tracking mode
-
Anchors:
- Limit number of anchors
- Remove unused anchors
- Optimize anchor updates
- Lighting: Ensure good lighting
- Movement: Move device smoothly
- Surfaces: Use textured surfaces
- Distance: Maintain appropriate distance
-
Polygon Count:
- Target: < 10k triangles per model
- Use LOD for complex models
- Simplify geometry
-
Texture Optimization:
- Compress textures
- Use appropriate sizes
- Combine textures
-
Material Optimization:
- Use simple shaders
- Avoid complex materials
- Batch objects with same material
Implementation:
- Create multiple LOD levels
- Use LOD Group component
- Set appropriate distances
- Test on device
Example:
- LOD 0: Full detail (close)
- LOD 1: Medium detail (medium distance)
- LOD 2: Low detail (far)
- LOD 3: Billboard (very far)
Strategies:
-
Canvas Optimization:
- Use separate canvases
- Static vs. dynamic separation
- Reduce canvas updates
-
Text Optimization:
- Use TextMesh Pro
- Cache text components
- Minimize text updates
-
Image Optimization:
- Use sprite atlases
- Compress images
- Use appropriate formats
- Minimize UI updates
- Use object pooling for dynamic UI
- Cache UI component references
- Optimize animations
Strategies:
-
Asset Management:
- Unload unused assets
- Use Resources.UnloadUnusedAssets()
- Load assets on demand
-
Texture Management:
- Compress textures
- Use appropriate formats
- Unload unused textures
-
Object Pooling:
- Reuse objects
- Avoid frequent instantiation
- Pool frequently created objects
Prevention:
- Remove event listeners
- Unsubscribe from events
- Dispose of resources
- Clear references
Detection:
- Use Profiler
- Monitor memory over time
- Check for increasing memory
-
Profile First:
- Don't optimize prematurely
- Profile to find bottlenecks
- Optimize based on data
-
Incremental Optimization:
- Optimize one thing at a time
- Test after each change
- Measure improvements
-
Platform-Specific:
- Optimize for target platform
- Test on actual devices
- Consider device limitations
-
Avoid in Update():
- Expensive operations
- Object creation
- Component lookups
-
Use Coroutines:
- For delayed operations
- For spread-out work
- For async operations
-
Optimize Data Structures:
- Use appropriate collections
- Cache frequently accessed data
- Minimize data copying
-
Import Settings:
- Optimize import settings
- Use appropriate compression
- Set correct quality
-
Asset Organization:
- Organize assets logically
- Remove unused assets
- Use asset bundles if needed
- Frame rate acceptable (30+ FPS)
- Memory usage reasonable (< 500 MB)
- No memory leaks
- Battery usage acceptable
- Network usage optimized
- Profiled on target devices
- Tested extended sessions
- Performance consistent
-
Critical:
- Frame rate
- Memory leaks
- Crashes
-
Important:
- Memory usage
- Battery usage
- Network usage
-
Nice to Have:
- Minor optimizations
- Quality improvements
- Profiler: Performance analysis
- Frame Debugger: Rendering analysis
- Memory Profiler: Memory analysis
- Stats Panel: Runtime stats
- Android Profiler: Device profiling
- Logcat: Android logs
- GPU Profiler: GPU analysis
Monitor performance in production:
- Frame rate
- Memory usage
- Crash reports
- User feedback
Track performance metrics:
- Average frame rate
- Memory usage
- Battery impact
- Network usage
Last Updated: 2024