Refactoring the Class Structure of Saving and Loading Game State

This is the current class structure of saving and loading of game state before refactoring. This is made out of haste and not a well thought structure. I was so focus on the feature at that time rather than the […]

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Performance Improved 3 to 4 Times By Changing transform.position and transform.rotation to rigidbody.position and rigidbody.rotation for Every GameObject with Collider

I did a performance profiling today in Unity 3D to see what’s part of the source code is causing the performance problem in Space In Chaos™ game. The game doesn’t really have a problem in performance during gameplay. It’s smooth. You’ll just notice the […]

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