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Aztoon Lab

Aztoon Lab

Senior Unity Performance Engineer & Refactoring Specialist

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Comprehensive Documentation for Post-Refactoring Team Handover
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Cover image for From 64 FPS to 144 FPS: Tower Defense Game Optimization
From 64 FPS to 144 FPS: Tower Defense Game Optimization
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Cover image for In the December 2025 - wrapped up this Unity Tower Defense o...
In the December 2025 - wrapped up this Unity Tower Defense overhaul! šŸš€ Started with legacy spaghetti code, tight coupling, and Update() hell. Over 6 phases, rebuilt with ECS-inspired systems, runtime fixes, pooling, GPU instancing, SRP Batcher & shadow optimization. Results: • +125% FPS (63.9 → 144.1 VSync-locked) • 99.5% fewer Update() calls • 74% batch reduction (7,277 → 1,917) • 99% shadow casters cut (9,125 → 83) Outcome: Scalable codebase + ~136 pages of docs (architecture, metrics, handover guide). Locked at 144 FPS - rewarding! 😊 Aztoon Lab Github (https://github.com/aztoon-lab/unity-optimization-case-TD.git) | LinkedIn (https://www.linkedin.com/in/aztoon-lab/?lipi=urn%3Ali%3Apage%3Ad_flagship3_detail_base%3B4dpKXccQTWKEVLrz1pfCcA%3D%3D) | GitBook Showcase (https://aztoon-lab.gitbook.io/) |
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Cover image for Batch Processing: how I reduced CPU overhead by 99.5% in Uni...
Batch Processing: how I reduced CPU overhead by 99.5% in Unity Working on tower defense optimization. Initial state: 64 FPS, game lags at wave 7. Opened Profiler - found the problem: 11,900 Update() calls per second. Every Enemy, Tower, Projectile, StatusEffect had its own Update() method. The Problem: 500 enemies Ɨ Update() = 3,000 calls/sec 600 towers Ɨ Update() = 3,600 calls/sec 1,800 effects Ɨ Update() = 10,800 calls/sec Total: 11,900 calls/frame The Solution: System-based architecture Instead of 500 individual Update() → one MovementSystem.Tick() processing all entities in a single pass. Results: Update() calls: 11,900/sec → 50/sec (-99.5%) CPU time: 15.6ms → 6.9ms (-56%) FPS: 63.9 → 144.1 (+125%) Key takeaway: Batch processing beats individual updates 20Ɨ in performance. #Unity3D #SystemArchitecture
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Cover image for Unity Tower Defense: Performance Overhaul & Full Refactor
Unity Tower Defense: Performance Overhaul & Full Refactor
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