Performance
2026
- Flyweight and Object Pooling: Share What Repeats, Reuse What Churns Oct 15
- Marshalling Between C# and C++ in Unity: Design the Boundary First Sep 21
- Unity CullingGroup: Stop Updating What the Player Cannot Notice Sep 13
- Memory Arenas in Game Code: Fast Scratch Space, Not a General Allocation Strategy Aug 18
- Zero-Allocation LINQ in Unity: Keep the Query Style, Lose the Garbage Aug 10
- Native Collections and Burst for GC-Heavy Projects Aug 6
- Benchmarking C# in Unity Without Lying to Yourself Jul 13