
Unity 2017 Game Optimization
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In earlier versions of Unity (version 5.3 and older), the references to Transform
Components would be laid out in memory in a generally random order. This meant that iteration over multiple Transforms
was fairly slow due to the likelihood of cache-misses. The upside was that re-parenting a GameObject
to another one wouldn't really cause a significant performance hit since the Transforms
operated a lot like a Heap data structure which tend to be relatively fast at insertion and deletion. This behaviour wasn't something we could control, and so we simply lived with it.
However, since Unity 5.4 and beyond, the Transform
Component's memory layout has changed significantly. Since then, a Transform
Component's parent-child relationships have operated more like dynamic arrays, whereby Unity attempts to store all Transforms
that share the same parent sequentially in memory inside a pre-allocated memory buffer and are sorted by their depth in the Hierarchy
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