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Unityframework~8 mins

Start and Update methods in Unity - Performance & Optimization

Choose your learning style9 modes available
Performance: Start and Update methods
MEDIUM IMPACT
This concept affects frame rendering speed and input responsiveness by controlling when and how often code runs during the game loop.
Running initialization code
Unity
void Start() {
    // Initialization runs once
    LoadResources();
}

void Update() {
    // Frame-based logic here
}
Initialization runs once at start, freeing Update to run lightweight code each frame.
📈 Performance GainReduces frame blocking, improves input responsiveness.
Running initialization code
Unity
void Update() {
    // Heavy initialization every frame
    LoadResources();
}
Running initialization inside Update causes repeated expensive operations every frame.
📉 Performance CostBlocks rendering each frame, causing frame drops and input lag.
Performance Comparison
PatternDOM OperationsReflowsPaint CostVerdict
Heavy code in UpdateN/ABlocks frame renderingHigh paint delay[X] Bad
Initialization in StartN/ANo frame blockingLow paint delay[OK] Good
Spread heavy work with coroutineN/AMinimal frame blockingSmooth paint[OK] Good
Rendering Pipeline
Start runs once before the first frame, preparing data without blocking frames. Update runs every frame, so heavy code here delays rendering and input processing.
Script Execution
Layout
Paint
⚠️ BottleneckScript Execution during Update
Core Web Vital Affected
INP
This concept affects frame rendering speed and input responsiveness by controlling when and how often code runs during the game loop.
Optimization Tips
1Put one-time setup code in Start, not Update.
2Avoid heavy loops or calculations inside Update.
3Use coroutines to spread heavy work across frames.
Performance Quiz - 3 Questions
Test your performance knowledge
Why should heavy initialization code be placed in Start instead of Update?
ABecause Start runs once and avoids blocking every frame
BBecause Update runs only once
CBecause Start runs every frame
DBecause Update is not called automatically
DevTools: Unity Profiler
How to check: Open Unity Profiler, record while running scene, check CPU Usage for Update and Start methods timing.
What to look for: High CPU time in Update indicates frame blocking; Start should show short, one-time spikes.