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In today’s fast-paced gaming world, optimization isn’t just an option, it’s essential. Whether you’re targeting the web, pushing the limits of XR, or reaching millions on mobile, the tools and processes to identify and fix bottlenecks are similar. In this video tutorial, we will show you how to profile non-optimized VR games built in Unity 6 that are using the Universal Render Pipeline (URP) and the XR Interaction Toolkit. We’ll cover key techniques to identify the performance issues and how to fix them so that you end up with a smooth player experience. ⭐If you want to learn more about optimizing your game performance for mobile, XR, and the web in Unity 6, download the e-book: https://unity.com/resources/mobile-xr... ⭐ If you want to learn more about optimizing your game performance for consoles and PCs in Unity 6, make sure to download the e-book: https://unity.com/resources/console-p... ⭐ You can find all the technical e-books, sample projects, and more on the best practices hub: http://unity.com/how-to Time Stamps: 0:00 - Intro 1:07 - Using Statistics 5:00 - Checking Unity Profiler to locate performance issues 9:43 - Renderer Pipeline Asset 11:06 - Optimizing assets 13:27 - Texture optimization 15:25 - The Memory Profiler 16:37 - Reducing draw calls with batching 17:07 - GPU Resident Drawer 18:27 - Optimizing lighting 22:36 - Adaptive Probe Volumes 26:09 - Measuring improvements 26:39 - Profile Analyzer 30:39 - CPU optimizations 34:07 - Occlusion culling 34:59 - GPU Occlusion culling 35:23 - Physics optimizations 39:25 - Optimization review