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optimizing deep rock galactic survivor for mobile games industry resources community learning support pricing develop unity engine build 2d and 3d games for any platform collaboration collaborate and iterate quickly with your team download unity plans and pricing deploy multiplatform discover 25 platforms unity supports liveops post launch insights and live game ops grow user acquisition get discovered and acquire mobile users in app purchase manage iap across stores and d2c monetization connect players with the right games advertise with unity monetize with unity use cases mobile games build grow mobile hits with unity indie games ship big games with small teams xr games launch xr games across platforms multiplayer games simplify multiplayer game development use cases 3d collaboration build and review 3d projects in real time immersive training train in immersive environments customer experiences create interactive 3d experiences human machine interfaces hmi develop interactive 3d embedded systems industries manufacturing achieve operational excellence retail transform in store experiences into online ones automotive boost innovation and in car experiences see all industries technical library documentation official user manuals and api references developer tools release versions and issue tracker roadmap review upcoming features glossary library of technical terms insights case studies real world success stories best practice guides expert tips and tricks demos demos samples and building blocks all resources what s new blog updates information and technical tips news news stories and press center community hub discussions discuss problem solve and connect events global and local events community stories made with unity showcasing unity creators livestreams join devs creators and insiders unity awards celebrating unity creators worldwide for every level unity learn master unity skills for free professional training level up your team with unity trainers new to unity getting started kickstart your learning unity essential pathways new to unity start your journey how to guides actionable tips and best practices education for students kickstart your career for educators supercharge your teaching education grant license bring unity s power to your institution certifications prove your unity mastery support options get help helping you succeed with unity success plans reach your goals faster with expert support faq answers to common questions contact us connect with our team download unity get started blog optimizing deep rock galactic survivor for mobile sep 18 2026 adam axler unity senior content marketing manager engine target platforms engine target platforms what does it take to bring a complex pc game to players on mobile funday games s deep rock galactic survivor pairs a bullet heaven loop with deep rock galactic s dwarves classes weapons and digging mechanics the challenge for porting company piktiv was managing thousands of simultaneously simulated enemies and environmental components while maintaining a stable frame rate on hardware with a fraction of the gpu cpu and memory budget delivering that experience on mobile required reworking the systems whose cost scales with enemy count pathfinding physics queries enemy rendering damage numbers and environment rendering the team also had to fit the game inside a 3 gb ipad support a device spread that runs from current flagships to years old android hardware and maintain a one way merge with a pc branch that was still in active development we spoke with engineering manager marcus ekelund and principal engineer fredrik åkerblom about porting deep rock galactic survivor to mobile their custom solutions and how they optimized performance across a fragmented device landscape how did the handoff work between funday games and piktiv marcus ekelund we branched off from the pc version while it was still in production so it hadn t reached 1 0 when we started the mobile port the plan was for the mobile version to merge back into the main branch but we diverged too much during the journey so we re still separate in that sense we merge from pc into mobile so it goes one way but it doesn t go the other way there wasn t a lot of collaboration in terms of what we did technically for the port for ui and ux and how to adapt the ui there was a lot more it allowed us to be very swift and because we had branched off we were able to be very destructive with a lot of the systems they had established breaking them up and doing something different because we had different optimization goals in mind what were your top technical goals going into the mobile port fredrik åkerblom many of the technical goals we had up front were simply can we make this run on mobile at all and how wide a span of devices can we hit if you look at apple products there isn t a huge granularity you can actually ship to there s the most modern stuff then a slightly wider category that includes a lot of what s currently available and then there s everything else you want to hit at least that middle category one of the recurring issues for us was that all of those devices have 4 gb of ram except for one ipad that has 3 gb so that became a core technical goal can we make it run on this ipad without crashing we had roughly 1 850 mb to work with and if we went over that limit it was game over a lot of the early work was just getting ram into line and after that we could look more at the actual performance of the game on various platforms android on the other hand has like 9 000 different devices at this point so making sure everything works there is a science of its own deep rock galactic survivor funday games what were the biggest performance bottlenecks you hit moving from pc to mobile hardware and how did you overcome them få there were a few core systems that really stuck out and they were the ones with thousands of active objects damage numbers projectiles the world itself and the animated 3d enemies the damage texts for example were originally a gameobject using textmesh pro but when you have a thousand enemies on screen and you throw a grenade at them all of them now need to show a damage number the bottleneck is generating the text mesh having the font translate your string into something visual in the end we used a regular unity particle system with a spritesheet of the numbers 0 to 9 me another example was the pathfinding of all the enemies which used the built in navmesh system on pc we also had a team of engineers from unity supporting us and one of them started working on a solution that used flow field navigation instead another engineer built a kd tree solution to optimize away a lot of the physics queries få with enemy rendering we have something like a thousand skinned mesh renderers on the screen at the same time and that doesn t really work as it turns out pretty much all of these enemies have a single animation so we don t actually need support for multiple animations instead this uses a system where each keyframe of the animation is baked into a texture we go through every frame like that and then all of them are vertex animated by a shader on the gpu so there s practically no cpu cost baking it down to a single static mesh and a texture was a big improvement and it also lets you do things like gpu instancing since they re all technically the same mesh with the same material deep rock galactic survivor funday games how do flow fields and kd trees work under the hood and what did they replace få the flow field is an inversion of where the cost lies for pathfinding usually when you have 20 or 30 agents pathfinding through an environment you bake a mesh of that environment and each agent is responsible for its own pathfinding when you have thousands of them that becomes a pretty big bottleneck because the cost tends to scale with the number of agents you create a grid over the entire level then start at your target goal and all of the tiles around it draw an arrow pointing toward the goal go one step out point the arrows again at the closest thing that already has an arrow and keep going until you ve covered the entire field so instead of costing something per agent it s based on the size of the area you want to pathfind inside of you can limit that further too we calculate based on where the enemies are so we create a bounding box that contains all enemies plus the player and we only update the space inside of that for spatial queries we used a kd tree if you have a big room and you draw a line down the center of it you ve suddenly divided it into two spaces you create a tree structure that you can query quite easily here s a point and a radius give me whatever is there that could replace a lot of the heavier physics queries where a grenade has exploded here and i need to find all of the enemies in this circle i m not sure it was a perfect fit in the end because the kd tree has to be regenerated a lot the enemies are constantly moving so the kd tree has to be rebuilt frequently a flow field how did you approach testing and tuning across mobile devices få one of the earlier things we did was establish a device that we felt the game should be able to run on a fairly low tier device where we wanted at least 30 fps we built an automatic performance measurement system where we can set up a series of scenarios we ran a total of six scenarios in deep rock galactic survivor we can build the game specifically in this measurement mode and as soon as it starts on a device it enters a biome and runs those six scenarios one might be a baseline with the player standing still then we spawn a thousand enemies moving toward you or we spawn 500 enemies and equip you with all of these weapons and fire them automatically in all directions that gives us a bit of a spread of what s going on and we measure cpu gpu memory pretty much whatever we can measure we run it through all of the biomes so we can see whether any biome has specific performance problems the unity profiler was one of our main tools for cpu performance audits particularly early on when we were looking for low hanging fruit and the biggest gains deep rock galactic survivor funday games how did addressables help manage content and memory footprint for mobile få addressables were an important part of hitting the 3 gb memory limit on ipad in general we broke out the things that felt straightforward early on different biomes for example you re never in more than one biome at the same time so you can break out all of those graphical assets and settings addressables introduce asynchronous behavior into something that was previously completely synchronous and rebuilding an entire system to be asynchronous can be a pretty big architecture challenge depending on your game but in this scenario it was the right fit for us deep rock galactic survivor funday games what performance benchmarks have you tracked to measure success for the mobile version få most of our targets were performance related on these models we want to hit 30 fps on these flagship models we expect 60 fps in deep rock galactic survivor whenever you kill a bug a bunch of blue shiny cubes pop out that you pick up to level up one of our automatic measurement scenarios spawned around 4 000 of those over 10 seconds and that was a serious performance hit early on after we did that initial optimization it wasn t measurable anymore optimizing enemy movement and physics also raised the fps floor significantly that turned into the flow fields as well as a long chain of burst jobs 10 or 15 dependencies long responsible for moving all the enemies all outside the regular physics system this game procedurally generates its levels so the ground floor and all the walls are built from individual objects since we have a top down camera at the same angle all the time we can easily calculate the box where we can see things gather all of those objects and send them to the renderer via our own batch draw commands it was a big improvement for the gpu and for the cpu as well because sending all of those draw calls individually was a pretty big cpu cost deep rock galactic survivor funday games what s your top tip for developers looking to port their pc game to mobile me it s not so much about finding the one silver bullet it s always about the collaboration between different systems få the cost of shuffling data in and out of various components really starts to add up once you re processing thousands of entities every frame if you can manage your data in such a way that you have all of it in native containers and you use the same native containers throughout the entire process you can earn a lot there me another takeaway from this project say you have a game and you realize once it s done that you probably should have built it using ecs for unity or any of the data oriented technology stack dots systems you don t have to do a full conversion of your whole game and rewrite it we re only using the burst compiler and a lot of the native data types deep rock galactic survivor is available on steam on xbox on the app store and on google play check out more stories from unity developers on the unity blog and resource hub language english 日本語 français português 中文 español русский 한국어 tiếng việt social currency usd brl cny jpy krw usd eur purchase products unity ads unity asset store resellers education students educators institutions certification learn skills development program download unity hub download archive beta program unity labs labs publications resources learn platform community documentation unity qa faq services status case studies made with unity unity our company newsletter blog events careers help press partners investors affiliates security social impact inclusion diversity contact us copyright 2026 unity technologies legal privacy policy cookies do not sell or share my personal information unity 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