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Aztoon Lab
Aktobe, Kazakhstan
Senior Unity Performance Engineer & Refactoring Specialist
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Senior Unity Performance Engineer & Refactoring Specialist
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Comprehensive Documentation for Post-Refactoring Team Handover
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From 64 FPS to 144 FPS: Tower Defense Game Optimization
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In the December 2025 - wrapped up this Unity Tower Defense overhaul! š 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 ā 144.1 VSync-locked) ⢠99.5% fewer Update() calls ⢠74% batch reduction (7,277 ā 1,917) ⢠99% shadow casters cut (9,125 ā 83) Outcome: Scalable codebase + ~136 pages of docs (architecture, metrics, handover guide). Locked at 144 FPS - rewarding! š 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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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 Ć Update() = 3,000 calls/sec 600 towers Ć Update() = 3,600 calls/sec 1,800 effects Ć Update() = 10,800 calls/sec Total: 11,900 calls/frame The Solution: System-based architecture Instead of 500 individual Update() ā one MovementSystem.Tick() processing all entities in a single pass. Results: Update() calls: 11,900/sec ā 50/sec (-99.5%) CPU time: 15.6ms ā 6.9ms (-56%) FPS: 63.9 ā 144.1 (+125%) Key takeaway: Batch processing beats individual updates 20Ć in performance. #Unity3D #SystemArchitecture
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