A practical collection of Unity optimization techniques, C# examples, and performance guides designed to help developers improve mobile game performance on low-end Android devices.
This repository focuses on common performance bottlenecks such as memory usage, draw calls, garbage collection, object pooling, texture optimization, mobile shaders, frame rate management, and profiling.
This repository covers practical techniques for:
- Improving FPS on low-end Android devices
- Reducing unnecessary memory usage
- Reducing draw calls
- Implementing object pooling
- Optimizing textures and sprites
- Configuring Unity performance settings
- Reducing garbage collection
- Optimizing mobile shaders
- Monitoring frame rate
- Profiling Unity games on real Android devices
object-pooling/
└── ObjectPoolExample.cs
performance/
├── FPSCounter.cs
└── PerformanceSettings.cs
optimization-guides/
├── texture-compression.md
├── reduce-draw-calls.md
├── memory-optimization.md
└── mobile-shaders.md
profiling/
└── unity-profiler-guide.md
Frequently creating and destroying GameObjects can create unnecessary CPU work and garbage collection.
Object pooling allows reusable objects such as bullets, enemies, particles, collectibles, UI elements, and visual effects to be reused instead of constantly instantiated and destroyed.
Read the example:
This repository includes simple scripts for monitoring FPS and applying mobile-friendly performance settings.
These examples can help when testing Unity games on devices with limited CPU, GPU, and memory resources.
Learn about texture resolution, compression, sprite atlases, mipmaps, Read/Write settings, and memory management.
Read the Texture Compression Guide
Learn about batching, material reuse, sprite atlases, UI optimization, transparent objects, and rendering performance.
Read the Draw Call Optimization Guide
Learn practical techniques for reducing memory usage, avoiding unnecessary allocations, caching references, and managing assets.
Read the Memory Optimization Guide
Learn how to reduce shader complexity, overdraw, shadows, transparency, and unnecessary GPU work.
Read the Mobile Shader Optimization Guide
Optimization should be based on actual performance data.
The profiling guide covers CPU usage, GPU usage, memory consumption, garbage collection, rendering statistics, and real-device testing.
This repository provides practical examples and optimization documentation.
For a complete step-by-step guide covering Unity quality settings, textures, meshes, audio, scripting, physics, UI, shaders, memory management, and real-device testing, read:
A Unity puzzle game project that can be useful for experimenting with asset optimization, texture compression, memory usage, and mobile performance.
View Screw Puzzle 3D Game Source Code
A Unity 3D game project that can be useful for testing rendering, object management, physics, assets, and mobile performance optimization.
View War of Rafts: Sea Battle 3D Unity Game
Explore Unity game template selection, reskinning workflows, mobile optimization, and publishing preparation.
Explore the Unity Game Template Reskin Guide
If you are building a mobile game and planning to add monetization, this repository covers Unity In-App Purchases for Android and iOS.
Topics include:
- Consumable products
- Non-consumable products
- Subscriptions
- Product configuration
- Purchase workflows
- Testing
- Troubleshooting
Explore the Unity In-App Purchase Guide
For more Unity game development resources, source code projects, game templates, and practical development guides:
This repository is useful for:
- Unity developers
- Mobile game developers
- Indie game developers
- Android game developers
- Developers targeting low-end devices
- Developers learning Unity optimization
- Developers improving an existing Unity project
Suggestions, corrections, and additional optimization examples are welcome.
If you find an issue or have a useful improvement, feel free to open an issue or submit a pull request.
For detailed contribution guidelines, please read:
This project is licensed under the MIT License.
