{"repo":"tool-buddy/frame-rate-booster","free":true,"listed":false,"github":"https://github.com/tool-buddy/frame-rate-booster","clone":"git clone https://github.com/tool-buddy/frame-rate-booster.git","description":"Optimizer for Unity's Mono assemblies","language":"C#","stars":76,"topics":["mono","optimisation","optimization","optimizer","unity","unity3d"],"license":"MIT","category":"game-templates","readme_excerpt":"Frame Rate Booster Optimizer for Unity's Mono assemblies This is the public repository of the Frame Rate Booster asset for Unity: https://assetstore.unity.com/packages/tools/utilities/frame-rate-booster-120660 How it works Unity has a lot of methods/properties that unnecessarly call the constructor on structures like Vector3 or Color. Frame Rate Booster (FRB for short) will modify your build to replace those methods/properties with optimized equivalents. To go deeper in the technical details, read this forum thread: https://forum.unity.com/threads/vector3-and-other-structs-optimization-of-operators.477338/ Those are micro-optimizations, but they can have a measurable impact when applied on code that is called very frequently. FRB is made of mainly two parts: Optimizations: Contains the optimized alternatives to Unity's code. Optimizer: The editor code responsible for applying the optimizations. Room for improvement A lot can still be done. All contributions are welcome. Examples of possible improvements: Implement optimizations on other strucs, such as: Bounds, Matrix4x4, Plane, Rect, RectInt, etc. Make FRB compatible with Android builds. If you feel generous ... ... let me take advantage of that :D","default_branch":null,"files":null,"tree":[],"storefront":"/r/tool-buddy","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/tool-buddy/frame-rate-booster/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}