August Junaid Devlog

August was a month of performance checking and assessing.

This meant a ton of profiling, and fancier versions of turning things on and off.Got a lot of lower hanging fruit performance issues. Some fun discoveries include learning parked cars were computing all sorts of stuff. Turning every mesh renderer off isn’t enough which led to me going hard and fully turning off far away objects and the horror of null checking game objects in esoteric parts of the code.

Some fun one sources of performance issues that I fixed this month:

  • Doors opening and closing for buildings checked animation stuff every frame unnecessarily.

  • Fixing car performance caused a fun bug of cars slowly floating into the air.

  • We used the JobSystem to do 10k+ distance checks, but it turns out what slowed us down was checking if gameobjects were null before/after unnecessarily.

  • Creating a gameobject to create another gameobject instead of just directly making the gameobject.(thousands of times)

  • Duplicate weapons spawning and then being dropped into the “0, 0, 0” point causing crazy collisions. Also known as the phantom zone.

Also added some editor tool features, fixed a few random bugs, added some tests, and read a lottttt of documents about performance.

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