本文へスキップ
Optimization Basics

Beginner guide to performance budgets

Set simple limits for visuals, object counts, effects, and update frequency before your project becomes heavy late in development.

公開日: 2026-06-26#Performance#Optimization#Scope#Beginner

Quick Start

Start with a tiny working version

The most useful performance habit for beginners is not late optimization. It is early budgeting.

Build it in small code pieces

1. 値を用意する

Inspectorで変更できる値と表示先を置きます。

PerformanceBudgetTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float targetFps = 1f;
    [SerializeField] private float drawCalls = 2f;
    [SerializeField] private float memoryMb = 3f;

2. 状態を変える

ボタンを押した時に、1つだけ状態を進めます。

PerformanceBudgetTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "目標FPSを見る" : step == 1 ? "負荷を足す" : "警告を出す";
        if (statusText != null)
        {
            statusText.text = $"{label}\ntargetFps={targetFps:0.##}\ndrawCalls={drawCalls:0.##}\nmemoryMb={memoryMb:0.##}";
        }

3. 画面に表示する

変わった結果を画面に出して確認します。

PerformanceBudgetTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\ntargetFps={targetFps:0.##}\ndrawCalls={drawCalls:0.##}\nmemoryMb={memoryMb:0.##}";
        }
        Debug.Log($"パフォーマンス予算: {label}");

Complete script

PerformanceBudgetTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class PerformanceBudgetTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float targetFps = 1f;
    [SerializeField] private float drawCalls = 2f;
    [SerializeField] private float memoryMb = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "目標FPSを見る" : step == 1 ? "負荷を足す" : "警告を出す";
        if (statusText != null)
        {
            statusText.text = $"{label}\ntargetFps={targetFps:0.##}\ndrawCalls={drawCalls:0.##}\nmemoryMb={memoryMb:0.##}";
        }
        Debug.Log($"パフォーマンス予算: {label}");
    }
}

Inspector

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

Summary

What to take away

Set simple limits for visuals, object counts, effects, and update frequency before your project becomes heavy late in development.

The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.