Unity Performance Audit & Architecture Review

A Unity performance audit and architecture review from a senior independent developer: I profile your project on the target hardware, read the code that matters, and hand you a written, prioritised list of what to fix, finding bottlenecks and architectural risks before they become production problems. Most of what shows up in a review is the kind of thing a solo developer or small team has no natural way to catch alone: not a style nitpick, but the month-two decision that quietly gets more expensive to fix every month after.

What a Unity Audit and Code Review Covers

A Unity code review is not a style guide enforcement exercise. My reviews focus on correctness, robustness, performance, and maintainability. The deliverable is a written report with findings categorised by severity (Critical, Major, Minor, Suggestion), each with a specific code reference, explanation of the problem, and a recommended fix.

I review C# Unity code, shader code (HLSL/ShaderGraph), editor scripts, and build pipeline scripts.

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Performance Audits: Finding the Real Bottleneck

Performance problems in Unity games rarely live where developers expect them to. My performance audit process uses the Unity Profiler, Frame Debugger, Memory Profiler, and platform-specific tools (Xcode Instruments for iOS, OVR Metrics Tool for Meta Quest, RenderDoc for GPU debugging).

I measure before recommending anything, so each finding in the report is tied to a profiler capture on your target device rather than a guess about where the time goes.

Unity Architecture Review and Consulting

Architecture consulting typically happens at two points: at the start of a project (greenfield architecture design, technology selection, pipeline planning) or mid-project when scaling problems emerge.

Topics I cover: scene and GameManager patterns, dependency injection vs service locator, ScriptableObject-based event systems, data-driven design, save system architecture, addressables and content pipeline design, and CI/CD pipeline setup.

How an Audit Engagement Works

  • Discovery call (30 minutes, free): the symptoms you are seeing (frame drops, long load times, crashes, slow iteration), your target platforms and frame budget, and which parts of the project matter most.
  • Written proposal within 48 hours: what will be reviewed, the deliverables, and the timeline. I sign an NDA before receiving any proprietary code or assets.
  • Audit: profiling on the target hardware and reading the relevant code. On longer audits you get weekly progress updates, and anything critical is flagged as soon as I find it rather than held back for the final report.
  • Report and walkthrough: you receive the written report, and we go through it together so your team understands the reasoning behind each recommendation. Implementing the fixes is optional and scoped separately.

What You Get

  • A written report with findings categorised as Critical, Major, Minor, or Suggestion.
  • Specific references to the file, system, or profiler capture behind each finding.
  • A prioritised fix list ordered by impact and effort, so you know what to tackle first with the time you have.
  • Architecture recommendations with an incremental migration path, not a request to rewrite the project.
  • Optional implementation of the highest-priority fixes, by me or alongside your team.

Relevant Past Work

Performance and architecture work from my portfolio that shaped how I audit other projects:

  • Crazy Coaster: a solo VR project targeting a stable 72 FPS on standalone Meta Quest hardware, using LOD management, GPU instancing for repeated track segments, and baked lighting to stay within the mobile GPU budget.
  • A Long Journey to an Uncertain End: as a contracted lead developer with Crispy Creative, I worked on the Nintendo Switch port, including texture atlas optimisation, draw call batching, and memory management for the Switch hardware.
  • GEO Master: a multi-resolution texture streaming system that keeps an interactive 3D globe within mobile memory limits across iOS, Android, PC, and Mac.

Typical Scope and Pricing

Audits use the same published rates as my other services, detailed on the hire page:

  • Time and materials at $500 to $1,500 per day suits a focused review of one system, which typically takes one to two days.
  • Fixed-scope projects start from $5,000 and suit a whole-project performance audit or architecture review with a defined report.
  • Monthly retainers suit teams that want a recurring review cadence or regular access to a senior developer.

Frequently Asked Questions

How long does a code review take?
A focused review of a specific system typically takes one to two days. A whole-project audit for a medium-sized game takes three to five days. I'll give you a more accurate estimate after you share a brief description of the project scope.
Do you need access to the full project or just the code?
For a code review, the C# source files are sufficient. For a performance audit, I need the full Unity project and a device or simulator that matches the target platform. I sign NDAs before receiving any proprietary code or assets.
Can you help implement the fixes you identify?
Yes. Many clients engage me for a review and then retain me to implement the highest-priority fixes. We'd scope and price the implementation work separately from the review.
Is this useful for solo developers or only teams?
Extremely useful for solo developers. As a solo dev you have no colleagues to catch your blind spots, and the cost of an architectural mistake is paid entirely by you.
What does a Unity code review deliverable include?
The deliverable is a written report with findings categorised as Critical, Major, Minor, or Suggestion. Each finding includes a specific file and line reference, an explanation of the problem and its risk (correctness, performance, or maintainability), and a recommended fix. The number of findings depends on the size of the project and the scope agreed in the proposal.
How do I prepare my codebase for a review?
No special preparation is needed. Submit your C# source files via a private Git repository or zip archive. If the review includes performance analysis, include the full Unity project and confirm the target platform. I sign NDAs before receiving any proprietary code or assets, request one when you get in touch.

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What Clients Say

"Anthony is one of those rare developers who over-delivers and knows how to adapt to the concrete needs of projects. Each time, he adapted to the existing code, took the initiative to improve weak points that were causing issues, all while staying on time and on budget."

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Mathieu Roth

Senior Game Economy Designer

"With a clear and comprehensive vision of projects, Anthony is an outstanding programmer who will undoubtedly exceed your expectations. I had the chance to work with him on several assignments and he never ceased to impress me."

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Partner & Admin Director at BIP Recherche

Last updated: November 2026

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