IL2CPP can really slow our code down sometimes, and not just for esoteric features. Calling common math and string functions can be dramatically slower in IL2CPP. Today’s article shows you how you can work around this to speed them back up.
Posts Tagged string
The story usually has three parts. First, find the highest CPU cost functions in a profiler. Second, look at the corresponding C++ code that IL2CPP generated from C#. Third, stop using more parts of C#. Today’s article explores some more IL2CPP output and discovers some more areas of C# that are shockingly expensive to use.
We’ve been able to call methods since the very beginning, but we’ve always had to pass all the parameters. Today we’ll add support for default parameters so you can skip them sometimes. There’s a surprising amount of detail involved with this, so read on to learn some caveats of C#, .NET, and C++.
Sometimes it seems like Unity programming is a minefield. Plenty of innocuous-looking code secretly creates garbage and eventually the GC runs and causes a frame hitch. Today’s article is about some of those less-obvious ways to create garbage.
As programmers, we concatenate strings all the time. Should we worry about the performance? How about the amount of garbage we’re producing for the garbage collector? Today’s article runs a quick test to find out!
What’s the fastest way to build a
string in C#? We have several options available to us.
string.Format() is a function built right in to the
string class., Concatenation (
"a" + "b") is a feature of the language itself! The
System.Text.StringBuilder class is a built in class with a name that makes it sound like it’s purpose-built for building strings. Today I pit these three against each other to find out just which one you should be using to build strings as quickly as possible.
Today’s article is the first to test Unity script performance speed. It establishes a way to set up and test C# scripts in Unity whether you have access to Pro or not. As a first example, I was reminded by the news this week that
AddComponent(string) is being removed in Unity 5.0. These alternative versions of
GetComponent aren’t something I normally use, but the news got me thinking of their performance compared to the generic-typed versions:
GetComponent<ComponentType>(). The docs say to avoid the versions taking a
string, but how bad could the performance really be? Today’s article puts the two versions to the test to find out just that!
When you instantiate one of your classes, how much memory does it use? Today’s article tries out a lot of combinations and counts the bytes used. The conclusion is easy to remember and will give you a solid understanding of how much memory your app is using.
When I first wrote about master strings I proposed a function that would help to trim them down and potentially save a lot of memory. However, that method still resulted in a string with a master string one longer than it. Ideally, we’d have no master string at all. Since then, three astute readers chimed in with alternate solutions to the problem. Today I put try all three out to see which method does the best job of cleaning master strings.