This is the sort of thing that is bread and butter for Keith and I. Unfortunately, past a certain point Unity is a black box. This guy pulls back the curtain some and reveals some important things that we’re going to be integrating into our existing optimizations that we already have worked into AI War 2.
And before anyone asks: no, this wouldn’t help any of our prior games (Release Raptor aside). We rolled our own with pretty much everything previous to now, so we didn’t have to know the internals of their transforms or gui dirtying passes, etc. We had our own.
Granted, that’s been a subject of intense study for me for over a year now, but there’s still not relevance to older projects. Should be nice for AI War 2, though. 🙂