Unity 6 Performance Optimization Checklist (2026) — Boost FPS on Mobile & PC
Unity 6 Performance Optimization Checklist (2026) — Boost FPS on Mobile & PC
Unity 6 brings powerful new features, but performance issues like low FPS, stuttering, overheating, and high memory usage are still the #1 problem developers face — especially on mobile and low-end devices.
This Unity 6 Performance Optimization Checklist (2026) is a practical, step-by-step guide you can follow before every release to ensure your game runs smoothly on Android, iOS, PC, and WebGL.
📑 Table of Contents
- 1. Use Unity Profiler Correctly
- 2. Fix CPU Bottlenecks
- 3. Optimize GPU & Rendering
- 4. Reduce Memory & GC Spikes
- 5. Optimize Assets (Textures, Audio, Models)
- 6. Script Optimization Best Practices
- 7. Build & Player Settings
- 8. Mobile-Specific Optimization Tips
- 9. Final Pre-Release Checklist
🔍 1. Use Unity Profiler Correctly
Never optimize blindly. Unity 6 includes an improved Profiler that shows exactly where your performance is leaking.
- Use CPU Usage → find heavy scripts
- Use Rendering → check draw calls & batches
- Use Memory → track allocations & leaks
- Profile on real devices, not Editor
Rule: If you can’t measure it, don’t optimize it.
⚙️ 2. Fix CPU Bottlenecks
CPU spikes are the most common cause of frame drops.
✔ Do This
- Avoid heavy logic in
Update() - Use
FixedUpdate()only for physics - Cache references (avoid
GetComponent()in loops) - Use Object Pooling instead of Instantiate/Destroy
❌ Avoid This
- LINQ in Update loops
- Allocating Lists every frame
- Too many coroutines
🎮 3. Optimize GPU & Rendering
GPU bottlenecks cause overheating and battery drain — especially on mobile.
- Enable SRP Batcher
- Reduce real-time lights
- Use baked lighting where possible
- Enable GPU Instancing
- Reduce overdraw (UI & particles)
Use Frame Debugger to inspect draw calls step-by-step.
🧠 4. Reduce Memory & GC Spikes
Garbage Collection (GC) spikes are silent FPS killers.
- Reuse objects and arrays
- Avoid string concatenation in Update
- Use
StringBuilderfor UI text - Preload assets using Addressables
Target: 0 B allocation per frame during gameplay.
🖼️ 5. Optimize Assets
Textures
- Use ASTC (Android) / ETC2
- Lower resolution for UI & backgrounds
- Disable Read/Write when not needed
Audio
- Use OGG for music
- Stream long audio clips
- Lower bitrate to 96–128 kbps
Models
- Reduce polygon count
- Use LOD Groups
- Remove unused animations
💻 6. Script Optimization Best Practices
- Prefer structs over classes where possible
- Use DOTS / Jobs for heavy logic
- Avoid reflection
- Use events instead of polling
For large simulations, consider Unity DOTS & ECS for massive performance gains.
📦 7. Build & Player Settings
- Use IL2CPP
- Enable Managed Code Stripping (Medium/High)
- Disable Development Build
- Remove unused packages
Always compare build size & FPS before and after changes.
📱 8. Mobile-Specific Optimization Tips
- Target 30–60 FPS (not 120)
- Limit real-time shadows
- Reduce physics iterations
- Use adaptive quality settings
Remember: stable FPS & low heat matter more than visuals.
✅ 9. Final Pre-Release Checklist
- ✔ No GC spikes
- ✔ Stable FPS on low-end devices
- ✔ Optimized textures & audio
- ✔ Object pooling implemented
- ✔ Profiler-tested build
🚀 Following this checklist before every release will dramatically improve your game's performance, reviews, and retention.
💬 Which optimization helped you the most? Share in the comments!
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