UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm (Experimental)
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes

Video Tutorial: How To Use Texture Profiler to Optimize Performance

Notice
Subtitles are available for each tutorial in English, Russian, and Chinese.


Big projects with a huge number of assets have to face the optimization stage to improve performance and have acceptable FPS.

To clearly understand which assets can be optimized or deleted, Texture Profiler is used. Using this tool, you can see how much memory every texture used in the project takes, easily find it in Asset Browser, and delete or resize it. Texture Profiler also allows checking the texture resolution and sorting by memory size.

Last update: 2020-11-11