#Metal Slug 3 in Unity Engine

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mortal bay
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Play now: https://alfredo1995.itch.io/metalslug

This is a remake inspired by Metal Slug 3, recreated from scratch in Unity.

Featuring a large number of animations, exaggerated explosions, many elements on the screen, and enormous enemies. The game also has a peculiar humor that makes even the death of enemies somewhat comical.

itch.io

Unity Engine

glass fern
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Recreating a game with ripped assets and then charging money for it is a big kind of low.

mortal bay
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Lavoisier's law

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I spent 9 months programming 🤡

glass fern
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Ah, that justifies it then. 👍

tight cypress
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Let us know how that goes.

mortal bay
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I faced a critical production problem involving severe performance drops and intermittent crashes during peak usage. The impact was direct on the end user: freezing interface, loss of interactions, and risk of abandoning the platform during high-traffic hours.

Problem:

Occasional crashes and sudden FPS drops after a few minutes of use.

The problem did not occur in a test environment, only in production under real load.

Symptoms pointed to memory overflow and excessive Garbage Collection.

Prioritization and approach

Immediate stabilization:

I reproduced the production scenario simulating high load locally.

I activated profilers to capture memory consumption, GC spikes, and allocations per frame.

Root cause isolation:

I identified multiple recurring allocations per frame in UI routines and animations.

Incorrect use of dynamic instantiation/destruction in critical loops.

DOTween animations being constantly recreated without reuse.

Technical Correction:

Refactored for consistent use of Object Pooling.

Eliminated unnecessary temporary allocations.

Restructured animations for tween reuse.
Adjusted update flow to reduce redundant calls.

Validation:

New profiling under simulated load.
Monitoring of production behavior after deployment.

Result:

Significant reduction in Garbage Collection spikes.
Elimination of user-perceived crashes.
Platform maintained stability during real access peaks.