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Tag: C++

Managed primitives Part I

September 27, 2023January 19, 2024 meetem Leave a comment

In the Part 1 the layouts of:
1. System.Object
2. T[] array
3. string

This article also reveals how to access those types in unsafe or unmanaged environment. How we can change the object type or get array/string length pointer to change it later.

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The cost of Unity’s forgiveness

January 16, 2023May 19, 2023 meetem 2 Comments

Short overview of the costs you are paying by using extremely safe single-threaded Unity API (which is basically every call to the engine, including properties like Transform.localPosition) and how to avoid paying them.

Spoiler: these costs are huge.

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How to get a pointer to managed object in C#

January 14, 2023January 17, 2023 meetem 2 Comments

Not really quick overview of methods for taking a pointer of managed C# object.

With a great forbidden solution inside.

Jump in!

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Recent Posts

  • Unity LockBufferForWrite: When You Should Prefer Them and Why Your Choice Matters
  • Using Vulkan in Unity shaders
  • Managed primitives Part I
  • Is .NET 8 performant enough?
  • Detecting .NET runtime at compile time

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