Unity Performance Optimization by Riken SonaniUnity Performance Optimization by Riken Sonani
Unity Performance OptimizationRiken Sonani
Cover image for Unity Performance Optimization
Your game runs slow. Players complain about lag, stutters, or crashes. I'll find exactly what's causing it and fix it — with data, not guesswork.
 
I use the Unity Profiler, Frame Debugger, Memory Profiler, and GPU Profiler to get hard numbers on every bottleneck. Every fix comes with before/after results so you can see what changed.
 
What I fix:
• High draw calls from missing batching or texture atlasing
• GC pressure from allocations inside Update loops
• Overdraw from transparent materials and unoptimized shaders
• Memory leaks causing crashes after 10–15 minutes on mobile
• Bad or missing object pooling
• Physics bottlenecks from too many colliders or raycasts
• Texture sizes not compressed for target platform
• Particle systems eating GPU unnecessarily
 
I've taken games from 15fps to stable 60fps on mid-range Android. If your game runs bad, send me a message and I'll tell you if I can fix it.
FAQs
For the audit report only, a build is enough. For fixing issues, I need the source project.
That's the most common mobile optimization problem. I profile on actual mid and low-end Android devices and fix specifically for those hardware targets.
A basic profiler audit takes 2–3 days. A full fix pass is usually 1–2 weeks depending on how many issues there are.
No. I fix performance systems — draw calls, memory, shaders, pooling. I don't touch gameplay logic unless a specific gameplay system is the source of the problem, in which case I'll discuss it with you first.
Contact for pricing
Duration1 week
Tags
Unity
Draw Call Reduction
FPS Fix
Frame Debugger
GC Pressure
Memory Profiler
Mobile Optimization
Performance Optimization
Unity Profiler
Service provided by
Riken Sonani Surat, India
Unity Performance OptimizationRiken Sonani
Contact for pricing
Duration1 week
Tags
Unity
Draw Call Reduction
FPS Fix
Frame Debugger
GC Pressure
Memory Profiler
Mobile Optimization
Performance Optimization
Unity Profiler
Cover image for Unity Performance Optimization
Your game runs slow. Players complain about lag, stutters, or crashes. I'll find exactly what's causing it and fix it — with data, not guesswork.
 
I use the Unity Profiler, Frame Debugger, Memory Profiler, and GPU Profiler to get hard numbers on every bottleneck. Every fix comes with before/after results so you can see what changed.
 
What I fix:
• High draw calls from missing batching or texture atlasing
• GC pressure from allocations inside Update loops
• Overdraw from transparent materials and unoptimized shaders
• Memory leaks causing crashes after 10–15 minutes on mobile
• Bad or missing object pooling
• Physics bottlenecks from too many colliders or raycasts
• Texture sizes not compressed for target platform
• Particle systems eating GPU unnecessarily
 
I've taken games from 15fps to stable 60fps on mid-range Android. If your game runs bad, send me a message and I'll tell you if I can fix it.
FAQs
For the audit report only, a build is enough. For fixing issues, I need the source project.
That's the most common mobile optimization problem. I profile on actual mid and low-end Android devices and fix specifically for those hardware targets.
A basic profiler audit takes 2–3 days. A full fix pass is usually 1–2 weeks depending on how many issues there are.
No. I fix performance systems — draw calls, memory, shaders, pooling. I don't touch gameplay logic unless a specific gameplay system is the source of the problem, in which case I'll discuss it with you first.
Contact for pricing