Main
Updated a day agoWhat this mod offers ?
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1:
enableLogRemovalWhat it does: It patches Unity’s Debug.Log methods so that any log messages (info, warnings) are simply ignored.
Why: Logging in performance‑critical code paths can add a lot of CPU overhead. Removing it frees up processing time.
Effect on the game: No visible change – the game just runs a bit smoother, especially in complex scenes.
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enableLinqReplacementWhat it does: It replaces certain LINQ queries (like .Select(), .Where(), etc.) with manual loops inside game code.
Why: LINQ can create garbage (memory allocations) that the garbage collector must clean up later, causing frame spikes. Manual loops are allocation‑free and faster.
Effect on the game: More stable frame rate, fewer stutters. No change in gameplay or visuals.
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enableFarAwareDisable(with farDistance)What it does: For every enemy unit (UnitBase), it checks the distance to the player. If the distance is greater than farDistance (default 30), the unit’s Update() method is skipped.
Why: Far‑away enemies don’t need to run their AI or movement logic every frame – that’s wasted CPU. Skipping their updates saves a lot of processing.
Effect on the game: Enemies outside the radius will freeze in place and stop attacking. They resume when you get closer. It’s a performance boost, but you may notice enemies “waking up” as you approach.
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4:
disableParticlesWhat it does: It stops every particle system from ever running:
Patches Awake, Start, OnEnable to immediately kill particles. Blocks Play() and Emit() calls. Also runs a periodic cleanup every second.Why: Particle effects are often the most expensive visual feature – they use CPU for simulation and GPU for rendering. Disabling them gives the biggest performance gain.
Effect on the game: All particle effects disappear – explosions, fire, spells, dust, muzzle flashes, etc. The game becomes visually “flat” but runs much faster, especially on low‑end hardware.