You should also check out the talks from Ian Dundore, he one of the Developer Relations Engineers from Unity. Here is one of his talks from Unite 2016:
If you can read Simplified Chinese, there is a Unity optimization consulting start-up founded by former Unity China engineers called UWA, there are lots of articles on their blog:
Doing Unity optimization is hard. There are lots of gotchas and pitfalls to avoid. Unity is extremely sensitive to memory allocation because its Mono runtime is very old. It runs Boehm garbage collector which is non-generational and non-compacting. It's almost certain that there would be a frame drop when GC happens.
https://unity3d.com/learn/tutorials/topics/best-practices https://docs.unity3d.com/Manual/BestPracticeGuides.html
You should also check out the talks from Ian Dundore, he one of the Developer Relations Engineers from Unity. Here is one of his talks from Unite 2016:
https://www.youtube.com/watch?v=n-oZa4Fb12U
If you can read Simplified Chinese, there is a Unity optimization consulting start-up founded by former Unity China engineers called UWA, there are lots of articles on their blog:
https://blog.uwa4d.com/archives/allinone.html
Doing Unity optimization is hard. There are lots of gotchas and pitfalls to avoid. Unity is extremely sensitive to memory allocation because its Mono runtime is very old. It runs Boehm garbage collector which is non-generational and non-compacting. It's almost certain that there would be a frame drop when GC happens.