havingvirtualfunctionswithoutoverwritingnotcachinganythingframeratedroppedto 20 fpsNeverusedProfilergameObject.SendMessage();Never heardof Memoryprofiler orframedebuggerusingexpensivealgorithms bc*sorry but it'seasy and imstupid*RaycastRaycastRaycastRaycastRaycastAllboxingvalue-typedvariablesEmptyUpdate()or Start()copypastedcode bc noidea how tomerge themin one caseUnitycrashedpassingstructsby valueGetComponent()in UpdateComponentGetComponent(string)>>>ComponentGetComponent(Typetype)objectpoolingwhohavingvirtualfunctionswithoutoverwritingnotcachinganythingframeratedroppedto 20 fpsNeverusedProfilergameObject.SendMessage();Never heardof Memoryprofiler orframedebuggerusingexpensivealgorithms bc*sorry but it'seasy and imstupid*RaycastRaycastRaycastRaycastRaycastAllboxingvalue-typedvariablesEmptyUpdate()or Start()copypastedcode bc noidea how tomerge themin one caseUnitycrashedpassingstructsby valueGetComponent()in UpdateComponentGetComponent(string)>>>ComponentGetComponent(Typetype)objectpoolingwho

Optimization who - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. having virtual functions without overwriting
  2. not caching anything
  3. framerate dropped to 20 fps
  4. Never used Profiler
  5. gameObject. SendMessage();
  6. Never heard of Memory profiler or frame debugger
  7. using expensive algorithms bc *sorry but it's easy and im stupid*
  8. Raycast Raycast Raycast Raycast RaycastAll
  9. boxing value-typed variables
  10. Empty Update() or Start()
  11. copypasted code bc no idea how to merge them in one case
  12. Unity crashed
  13. passing structs by value
  14. GetComponent() in Update
  15. Component GetComponent (string)>>> Component GetComponent(Type type)
  16. object pooling who