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Question Performance and Best Practices with UVS / Bolt?

Discussion in 'Visual Scripting' started by ForgottenDreamcat, Oct 8, 2022.

  1. ForgottenDreamcat

    ForgottenDreamcat

    Joined:
    Aug 26, 2022
    Posts:
    17
    I came across this video, and it had some useful info for what to do and not do in UVS / Bolt.

    I agreed with a decent number of things they pointed out, but disagreed on a few others... but overall, it was not bad--



    -- but, this led me to another question...

    How do I achieve good/decent Editor performance with UVS? I don't think the video covered that very well.

    Whenever I regenerate nodes, the Unity Editor takes up 3.5 GB to 5 GB of RAM. I'm guessing that a constructor or an OnEnable is getting called a lot and dumping memory... but I'm not sure how to dig around and find it?

    Also, does anyone else have good tips/videos for UVS, especially ones that utilize UVS in conjunction with C#? Would love to see more examples that communicate between both workflows.