Performance and visual quality
A polished Unity presentation must not introduce stutter or delay hit feedback.
Targets
| Metric | Recommendation |
|---|---|
| Frame rate | stable 60 FPS |
| Peak frame time | below 25 ms during normal gameplay |
| GC Alloc | 0 B/frame in the gameplay loop |
| Hit feedback | visual response on the next rendered frame |
Practical guidance
- avoid LINQ and new collections in every hit handler;
- use object pooling for impacts and particles;
- warm up shaders before the session;
- control overdraw;
- do not load large assets after
session.start; - profile the Linux release build, not only the Editor.