com um clique
eng-unity-mobile-optimization
// Mobile-specific Unity optimization patterns for memory, battery, thermal, and performance.
// Mobile-specific Unity optimization patterns for memory, battery, thermal, and performance.
Unity Addressables patterns for asset loading, memory management, reference counting, and remote content delivery.
Unity animation patterns including Animancer, state machines, and performance optimization.
Behavior Designer patterns for AI behavior trees including task creation, shared variables, conditionals, and debugging.
Unity Cinemachine camera system patterns including virtual cameras, blending, and state-driven cameras.
FlowCanvas visual scripting patterns for abilities, custom nodes, and graph execution.
Gameplay Ability System patterns for abilities, effects, attributes, and tags including recursion safety and lifecycle management.
| name | eng-unity-mobile-optimization |
| description | Mobile-specific Unity optimization patterns for memory, battery, thermal, and performance. |
Mobile platforms have unique constraints: limited memory, battery life, thermal throttling, and variable hardware. This skill covers mobile-specific optimization techniques.
public class MobileMemoryManager : MonoBehaviour
{
[SerializeField] private long _warningThresholdMB = 800;
[SerializeField] private long _criticalThresholdMB = 1000;
public event Action OnMemoryWarning;
public event Action OnMemoryCritical;
private void Awake()
{
// iOS memory warning callback
Application.lowMemory += OnLowMemory;
}
private void OnDestroy()
{
Application.lowMemory -= OnLowMemory;
}
private void OnLowMemory()
{
Debug.LogWarning("Low memory warning received");
OnMemoryCritical?.Invoke();
// Emergency cleanup
Resources.UnloadUnusedAssets();
GC.Collect();
}
public MemoryStatus GetMemoryStatus()
{
long usedMB = Profiler.GetTotalAllocatedMemoryLong() / 1_000_000;
if (usedMB >= _criticalThresholdMB)
return MemoryStatus.Critical;
if (usedMB >= _warningThresholdMB)
return MemoryStatus.Warning;
return MemoryStatus.Normal;
}
public void RequestCleanup()
{
// Aggressive cleanup
StartCoroutine(CleanupRoutine());
}
private IEnumerator CleanupRoutine()
{
// Unload unused assets
var operation = Resources.UnloadUnusedAssets();
yield return operation;
// GC with minimal pause
GC.Collect(0, GCCollectionMode.Optimized);
yield return null;
GC.Collect(1, GCCollectionMode.Optimized);
}
}
public enum MemoryStatus { Normal, Warning, Critical }
public class TextureMemoryController
{
public static void SetQualityForDevice(DeviceTier tier)
{
switch (tier)
{
case DeviceTier.Low:
QualitySettings.globalTextureMipmapLimit = 2; // 1/4 resolution
QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;
break;
case DeviceTier.Medium:
QualitySettings.globalTextureMipmapLimit = 1; // 1/2 resolution
QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable;
break;
case DeviceTier.High:
QualitySettings.globalTextureMipmapLimit = 0; // Full resolution
QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable;
break;
}
}
public static void ForceReduceTextureMemory()
{
// Increase mipmap limit temporarily
QualitySettings.globalTextureMipmapLimit++;
// Force GPU to release memory
Resources.UnloadUnusedAssets();
}
}
public class BatteryOptimizer : MonoBehaviour
{
[SerializeField] private int _highPerformanceFps = 60;
[SerializeField] private int _balancedFps = 30;
[SerializeField] private int _batterySaverFps = 24;
private PerformanceMode _currentMode = PerformanceMode.Balanced;
public void SetPerformanceMode(PerformanceMode mode)
{
_currentMode = mode;
switch (mode)
{
case PerformanceMode.HighPerformance:
Application.targetFrameRate = _highPerformanceFps;
QualitySettings.vSyncCount = 0;
break;
case PerformanceMode.Balanced:
Application.targetFrameRate = _balancedFps;
QualitySettings.vSyncCount = 1;
break;
case PerformanceMode.BatterySaver:
Application.targetFrameRate = _batterySaverFps;
QualitySettings.vSyncCount = 2;
// Additional battery saving
Screen.brightness = 0.5f;
break;
}
}
public void SetAdaptiveFrameRate(bool inCombat)
{
// Dynamic frame rate based on gameplay
if (inCombat)
{
Application.targetFrameRate = _highPerformanceFps;
}
else
{
Application.targetFrameRate = _balancedFps;
}
}
}
public enum PerformanceMode { HighPerformance, Balanced, BatterySaver }
public class BackgroundHandler : MonoBehaviour
{
private bool _wasInBackground;
private void OnApplicationPause(bool pauseStatus)
{
if (pauseStatus)
{
// Going to background
OnEnterBackground();
}
else
{
// Returning from background
OnExitBackground();
}
_wasInBackground = pauseStatus;
}
private void OnEnterBackground()
{
// Pause audio
AudioListener.pause = true;
// Stop expensive updates
Time.timeScale = 0;
// Release non-essential resources
Resources.UnloadUnusedAssets();
}
private void OnExitBackground()
{
AudioListener.pause = false;
Time.timeScale = 1;
// Check if device overheated while backgrounded
CheckThermalState();
}
}
public class ThermalManager : MonoBehaviour
{
public event Action<ThermalState> OnThermalStateChanged;
private ThermalState _currentState = ThermalState.Normal;
private float _checkInterval = 5f;
private void Start()
{
InvokeRepeating(nameof(CheckThermalState), 0, _checkInterval);
}
private void CheckThermalState()
{
#if UNITY_IOS
var newState = GetIOSThermalState();
#elif UNITY_ANDROID
var newState = GetAndroidThermalState();
#else
var newState = ThermalState.Normal;
#endif
if (newState != _currentState)
{
_currentState = newState;
OnThermalStateChanged?.Invoke(newState);
ApplyThermalMitigation(newState);
}
}
#if UNITY_IOS
private ThermalState GetIOSThermalState()
{
// iOS provides thermal state via native plugin
// ProcessInfo.ThermalState
return ThermalState.Normal; // Implement native plugin
}
#endif
#if UNITY_ANDROID
private ThermalState GetAndroidThermalState()
{
// Android thermal API (API 29+)
// PowerManager.getCurrentThermalStatus()
return ThermalState.Normal; // Implement native plugin
}
#endif
private void ApplyThermalMitigation(ThermalState state)
{
switch (state)
{
case ThermalState.Normal:
// Full performance
Application.targetFrameRate = 60;
QualitySettings.SetQualityLevel(2);
break;
case ThermalState.Fair:
// Slight reduction
Application.targetFrameRate = 45;
break;
case ThermalState.Serious:
// Significant reduction
Application.targetFrameRate = 30;
QualitySettings.SetQualityLevel(1);
break;
case ThermalState.Critical:
// Emergency mode
Application.targetFrameRate = 24;
QualitySettings.SetQualityLevel(0);
ShowThermalWarning();
break;
}
}
private void ShowThermalWarning()
{
Debug.LogWarning("Device overheating - reducing performance");
// Show UI warning to user
}
}
public enum ThermalState { Normal, Fair, Serious, Critical }
public class DeviceClassifier
{
public static DeviceTier ClassifyDevice()
{
int systemMemoryMB = SystemInfo.systemMemorySize;
int processorCount = SystemInfo.processorCount;
int graphicsMemoryMB = SystemInfo.graphicsMemorySize;
// Calculate tier based on specs
int score = 0;
// Memory score
if (systemMemoryMB >= 6000) score += 3;
else if (systemMemoryMB >= 4000) score += 2;
else if (systemMemoryMB >= 2000) score += 1;
// CPU score
if (processorCount >= 8) score += 3;
else if (processorCount >= 6) score += 2;
else if (processorCount >= 4) score += 1;
// GPU score
if (graphicsMemoryMB >= 4000) score += 3;
else if (graphicsMemoryMB >= 2000) score += 2;
else if (graphicsMemoryMB >= 1000) score += 1;
// Classify
if (score >= 7) return DeviceTier.High;
if (score >= 4) return DeviceTier.Medium;
return DeviceTier.Low;
}
public static void LogDeviceInfo()
{
Debug.Log($"Device: {SystemInfo.deviceModel}");
Debug.Log($"OS: {SystemInfo.operatingSystem}");
Debug.Log($"RAM: {SystemInfo.systemMemorySize}MB");
Debug.Log($"CPU: {SystemInfo.processorType} x{SystemInfo.processorCount}");
Debug.Log($"GPU: {SystemInfo.graphicsDeviceName} ({SystemInfo.graphicsMemorySize}MB)");
Debug.Log($"Tier: {ClassifyDevice()}");
}
}
public enum DeviceTier { Low, Medium, High }
public class QualityPresetManager
{
public static void ApplyPresetForTier(DeviceTier tier)
{
var preset = GetPreset(tier);
// Graphics
QualitySettings.SetQualityLevel(preset.QualityLevel);
QualitySettings.shadows = preset.Shadows;
QualitySettings.shadowResolution = preset.ShadowResolution;
QualitySettings.antiAliasing = preset.AntiAliasing;
// Rendering
QualitySettings.pixelLightCount = preset.PixelLights;
QualitySettings.globalTextureMipmapLimit = preset.TextureMipLevel;
// Performance
Application.targetFrameRate = preset.TargetFps;
// Physics
Time.fixedDeltaTime = 1f / preset.PhysicsRate;
Debug.Log($"Applied quality preset for {tier}: {preset.QualityLevel}");
}
private static QualityPreset GetPreset(DeviceTier tier)
{
return tier switch
{
DeviceTier.Low => new QualityPreset
{
QualityLevel = 0,
Shadows = ShadowQuality.Disable,
ShadowResolution = ShadowResolution.Low,
AntiAliasing = 0,
PixelLights = 1,
TextureMipLevel = 2,
TargetFps = 30,
PhysicsRate = 30
},
DeviceTier.Medium => new QualityPreset
{
QualityLevel = 2,
Shadows = ShadowQuality.HardOnly,
ShadowResolution = ShadowResolution.Medium,
AntiAliasing = 2,
PixelLights = 2,
TextureMipLevel = 1,
TargetFps = 45,
PhysicsRate = 45
},
_ => new QualityPreset
{
QualityLevel = 4,
Shadows = ShadowQuality.All,
ShadowResolution = ShadowResolution.High,
AntiAliasing = 4,
PixelLights = 4,
TextureMipLevel = 0,
TargetFps = 60,
PhysicsRate = 60
}
};
}
private struct QualityPreset
{
public int QualityLevel;
public ShadowQuality Shadows;
public ShadowResolution ShadowResolution;
public int AntiAliasing;
public int PixelLights;
public int TextureMipLevel;
public int TargetFps;
public int PhysicsRate;
}
}
public class DynamicResolutionController : MonoBehaviour
{
[SerializeField] private float _targetFrameTime = 16.67f; // 60 FPS
[SerializeField] private float _minScale = 0.5f;
[SerializeField] private float _maxScale = 1f;
private float _currentScale = 1f;
private float _smoothedFrameTime;
private void Update()
{
// Smooth frame time
float frameTime = Time.unscaledDeltaTime * 1000f;
_smoothedFrameTime = Mathf.Lerp(_smoothedFrameTime, frameTime, 0.1f);
// Adjust scale
if (_smoothedFrameTime > _targetFrameTime * 1.2f)
{
// Too slow - reduce resolution
_currentScale = Mathf.Max(_minScale, _currentScale - 0.05f);
}
else if (_smoothedFrameTime < _targetFrameTime * 0.8f)
{
// Room for improvement - increase resolution
_currentScale = Mathf.Min(_maxScale, _currentScale + 0.02f);
}
ScalableBufferManager.ResizeBuffers(_currentScale, _currentScale);
}
}
public class LODController
{
public static void SetLODForTier(DeviceTier tier)
{
switch (tier)
{
case DeviceTier.Low:
QualitySettings.lodBias = 0.5f;
QualitySettings.maximumLODLevel = 1;
break;
case DeviceTier.Medium:
QualitySettings.lodBias = 1f;
QualitySettings.maximumLODLevel = 0;
break;
case DeviceTier.High:
QualitySettings.lodBias = 1.5f;
QualitySettings.maximumLODLevel = 0;
break;
}
}
}
| Issue | Solution |
|---|---|
| App killed by OS | Reduce memory, handle lowMemory |
| Device overheating | Monitor thermal, reduce quality |
| Battery drain | Lower frame rate, disable features |
| Stuttering | Profile GC, use pools |
| Long load times | Stream assets, show progress |
| Crash on low-end | Test minimum spec, reduce quality |