For example, if you remove the enemy characters’ AI script and the framerate doubles, you know that the script, or something that it brings into the game, has to be optimized. However, by building switches into your game which enable and disable certain functionality, you can narrow down the worst offenders significantly. You can use the internal profiler to figure out what kind of process is slowing your game down, be it physics, scripts, or rendering, but you can’t drill down into specific scripts and methods to find the actual offenders. Trying to optimize without profiling or without thoroughly understanding the results that the profiler gives is like trying to optimize with a blindfold on. To optimize a slow project, you have to profile to find specific offenders that take up a disproportionate amount of time. There is no such thing as a list of boxes to check that will ensure your project runs smoothly. This section demonstrates how you would go about optimizing the actual scripts and methods your game uses, and it also goes into detail about the reasons why the optimizations work, and why applying them will benefit you in certain situations.
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