Mobile Performance & Memory Optimization
Profiling on real devices to find what’s costing frame time, memory and download size, then fixing it in order of impact.
Performance work starts with a capture from a development build on your target device. The editor runs on desktop hardware and hides most of what matters on a phone: tile-based GPU bandwidth, thermal throttling after ten minutes of play, the OS killing the app under memory pressure. CPU. I use the Unity Profiler with custom markers to attribute frame time to systems, then fix the expensive ones: per-frame allocations that trigger garbage collection, Update loops that could be events, physics and animation work for objects nobody can see. Pooling removes instantiate spikes, and Jobs with…