Common Mistakes in Unity3D Development

Planning

An essential portion of any software development project because decisions made in this step will be troublesome to improve next on in the development cycle.

 

Absence of research before beginning a project

 

  • Check that all designed features work on all required platforms.

The minimally recommended devices for your project aren't designated

  • Define the minimally recommended technique (s) for your content.
  • Have them accessible to your development and QA group.
  • Do this, and you'll be capable of setting a reasonable frame and budget

.

 Performance. 

Asset budgets and Frames don't get set briefly on.

  • Define funds for:
    • Models — how many points is the target device capable of rendering?
    • Assets — how particular should textures and models be?
    • Rendering and Scripts — what Percent of the frame do you have for rendering, logic, effects, and other sub-systems?.

The asset pipeline method is poorly planned

  • This method is all about capturing assets according to the specs from professionals into the project.
  • If feasible, involve a technical expert from the start to define this process.
  • Define clear guidelines on asset specs and formats.
  • Sum import time tests.

Development

Wrong methods and errors during development decrease the team down and weaken the condition of the ultimate product.

Version control is set up inaccurately

  • Use text serialization (by default in Unity).
  • Set up a built-in YAML merge tool.
  • Set up, engage hooks.

The Cache Server is not applied

  • Changing platforms drop development speed.
  • Be sure to set up the latest open-source Cache Server for your unit.

Static data is collected in  XML or JSON files

  • It ends in slow loading.
  • Parsing produces garbage.
  • Alternately, for built-in static data, use ScriptableObjects with custom editor tools.

The project contains unused plugins, assets,  and replicated libraries

There's a great possibility that remaining assets in your plan are getting developed inside the game. Be sure that you don't forget garbage in your design — if you set up a version control system, restoring files would be easy.

  • Check what dependences assets from the Asset Store draw into the project. You might be stunned, realizing that you have five various JSON libraries in the design.
  • Outdated scripts and assets from prototypes.
  • The usage of transferring old assets to the "removed" folder still happens in scripts and resources being developed into the game.

Repeated actions need manual work

  • For each constant task, there should be a script that automates it.
  • Be sure that you can "play" the game or interactive content from unspecified view.
  • Automate all the actions of the build method, so that the application can be created with locally or Cloud Build with a click of a switch.

Profiling your design in the Editor only

  • Regularly profile the content on your purpose device; if your profile in the Editor alone, you can miss the real performance.
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