Foreword: The "unspoken rules" behind Unity's high salaries.
UnityDevelopers can get a high salary, relying not only on the ability to write code, but also a deep understanding of the underlying logic of the engine and industry pain points. In the interviews with large companies, interviewers often examine the candidates' practical experience and systematic thinking through three modules: performance optimization, cross-language collaboration, and graphical principles. In this article, we summarize the high-frequency "stepping on mine points" and full-scoring techniques to help you avoid the 90% interview pit!
I. Performance Optimization: Don't Let DrawCall and GC Ruin Your Offer
1. How to elegantly answer the question "Reduce the UI's DrawCall"? (HF Unity interview questions)
minesweeper (computer game): The answer is only "merge the galleries", which lacks depth.
perfect example of how to say something:
"I'll start withResources, Hierarchies, ComponentsThree dimensions of optimization:
- Resource level: Use Sprite Atlas to merge UI maps and reduce the number of material switching. For example, in XX project, DrawCall is reduced from 120 to 30 after merging 50 small images.
- Hierarchical management: Mark static UI (e.g., backgrounds) as Static Batch and dynamic UI (e.g., buttons) as separate layers to avoid full refresh.
- Component Optimization: Replace the traditional Mask component with RectMask2D to reduce Stencil Buffer operations, while controlling transparency with CanvasGroup to avoid triggering mesh reconstruction."
Guide to avoiding the pit:
- Avoid saying "I am not sure of the exact value" and incorporate the quantitative results of the project.
- Comparable UI optimizations in Android (e.g., Flutter's Widget Tree Merge) show cross-platform vision.
2. GC mechanism: how to make the interviewer feel that you "have practical experience"?
minesweeper (computer game): Only memorize "substitution recycling" and lack of avoidance strategies.
perfect example of how to say something:
"C#'s GC mechanism is double-edged - Gen0 recycling is fast, but Gen2 recycling can trigger lag. In XX project, I reduced the GC frequency by the following strategy:
- Value types take precedence: Use struct to store light data such as coordinates and colors to reduce heap memory allocation.
- Object Pool Management: Reuse for HF created objects (e.g. bullets, effects) to avoid repeated Instantiate/Destroy.
- String Optimization: Use StringBuilder instead of '+' splicing, especially in loops to reduce temporary string generation."
Guide to avoiding the pit:
- Active comparison of Java's GC (e.g., G1's Region partitioning) demonstrates technical breadth.
- Avoid saying "I generally don't have to care about GC", which will make the interviewer think you lack performance sensitivity.
️ II. Cross-language collaboration: the "ambiguous relationship" between C# and Lua.
1. The Boxing Trap: How do you show your optimization sense?
minesweeper (computer game): Only the concepts are explained, no practical examples are given.
perfect example of how to say something:
"Unboxing is essentially a stack memory conversion and has a huge impact on performance. In XX project, we had a lag due to using ArrayList inside a loop, and then switched to List to improve the frame rate by 15%. my optimization principle is:
- generalized primacy: Always use generic collections such as List, Dictionary, etc.
- Use object with caution: Avoid receiving value type data with object, especially in network communication scenarios."
Guide to avoiding the pit: Don't say "unboxing has little impact", as this reveals a disdain for performance optimization.
2. Lua Hot Updates: How to Answer "How Do You Use Lua"?
minesweeper (computer game): The mere mention of "using XLua" lacks design thinking.
perfect example of how to say something:
"We usetiered design:
- underlying logic: Implement high-performance modules such as Core Combat and Physical Computing with C#.
- business logic: Handle high-frequency change requirements for UI, task systems, etc. with Lua.
- communication mechanism: Process network requests asynchronously via Lua concatenation to avoid main thread lag.
For example, in XX project, Lua code accounted for 70%, but with JIT acceleration and code pre-compilation, the performance loss was controlled within 5%."
Guide to avoiding the pit:
- If you're asked "Disadvantages of Lua", answer "Difficulty in debugging, dependence on strongly typed middleware".
III. Network and resource management: avoiding the "sinkhole" of big factory interviews
1. State Synchronization vs Frame Synchronization: How to answer the question "Why does Honor of Kings use Frame Synchronization"? (Required Unity interview questions)
minesweeper (computer game): Just answer "save bandwidth" and ignore the hard part of anti-cheating.
perfect example of how to say something:
"The core advantage of frame synchronization isLow bandwidth and high real-timethat lends itself to the fast-paced combat of the MOBA genre. But it has its challenges:
- anti-cheating: Logical checksums need to be done on the client side, or via server keyframe comparison.
- deterministic: Floating-point calculations must be consistent across all clients, and we have had battles get out of sync due to differences in precision across models, which were resolved by switching to fixed-point libraries."
Guide to avoiding the pit:
- Avoid saying "frame synchronization is always better than state synchronization", it needs to be analyzed in the context of the scenario.
2. AB package circular dependencies: how do you demonstrate your engineering mindset?
perfect example of how to say something:
"Our solution isDesign Specification + Toolchain:
- standardize: Enforce resource references to be tree-structured and prohibit A→B→A closure.
- artifact: Dynamically load resources with the Addressables system, combined with dependency analysis tools to detect circular references.
- error tolerance: Run-time logging alerts for illegal references to avoid outright crashes."
Guide to avoiding the pit:
- Avoid saying "we haven't encountered this problem before", which reveals a lack of experience.
IV. Graphics: conquering the interviewer with "human words"
1. Translucent rendering: a perfect answer to the "mold penetration" problem
perfect example of how to say something:
"The core difficulty of translucent rendering is that therendering sequence. Our solution is:
- Shader Configuration: Set Queue to Transparent, turn off ZWrite, and turn on Blend mixing.
- Hierarchical management: Sorts translucent objects by depth from back to front, manually controlling the drawing order.
- Performance trade-offs: Use alternatives for complex scenes, such as replacing transparent materials with Alpha Blend for particle systems."
Guide to avoiding the pit:
- Avoid saying "Unity automatically handles it", as this will make the interviewer think that you don't know the bottom line.
2. Sector attack detection: how to score points for "geometric knowledge"?
perfect example of how to say something:
"My idea of realization is in two steps:
- Distance Screening: Calculates the distance between the target and the attacker, eliminating enemies that are outside the radius.
- Angle Determination: Calculate the angle between the attack direction and the target direction using dot product, combined with the Cos value to quickly determine whether it is within the sector.
In the XX project, this solution provided a performance improvement of 401 TP3T compared to physical collision detection."
Guide to avoiding the pit:
- If you are asked, "Why don't you use radiographic inspection?" , the answer could be "Radiography is sensitive to performance and is suitable for accurate judgment of small areas".
V. Java-related test points: cross-language answer formula (high-frequency Java interview questions)
1. HashMap vs Dictionary: How to compare "end to end"?
perfect example of how to say something:
"The design concepts of both are similar, but the differences in detail are obvious:
- conflict resolution: Dictionary with the chain table method , HashMap in JDK8 after the introduction of red-black tree optimization query .
- thread safety: Dictionary needs to be manually locked, while Java has ConcurrentHashMap segmented locking scheme.
- memory alignment: C#'s structures are aligned at 4 bytes by default, and Java's object headers have more overhead."
Guide to avoiding the pit:
- Don't say "both are exactly the same", as this will make the interviewer doubt your technical depth.
Action Guide: Final Checklist Before Interviews
- Technical Depth: Prepare at least 2 real-world examples for the three modules DrawCall, GC, and Synchronization Scheme.
- cross-language integration: Be able to explain C# features (e.g., GC algorithms, collection frameworks) in Java comparisons.
- Polishing of words: Transform the technical solution into a "problem → analysis → solution → result" story model.
The Ultimate Pit Avoidance Principle:
- Pretending to understand something when you don't is a big no-no: When faced with an unfamiliar question, answer "I have had less exposure to this area, but my understanding is that...".
- Quantitative results: All optimizations must be accompanied by a "Boost XX%" figure.
- Demonstrate business thinking: Technical solutions need to be related to business objectives (e.g., "To improve player retention, we optimize first-frame loading speed").
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