Troubleshooting Homa Burner .NET: Common Issues and Fixes

Performance Tips with Homa Burner .NET for Mobile Games

  • Use incremental builds: Enable and rely on Homa Burner .NET’s incremental build features to avoid full recompiles and reduce iteration time.
  • Strip unused assemblies: Configure the tool to remove unused .NET assemblies and metadata to lower APK/IPA size and improve load time.
  • AOT where beneficial: Use Ahead-of-Time compilation selectively for hot paths to reduce JIT overhead on low-end devices.
  • Optimize IL2CPP interaction: Ensure build settings minimize unnecessary IL2CPP conversions; keep interoperability layers lean to reduce overhead.
  • Reduce reflection usage: Replace heavy reflection with direct calls or cached delegates to cut runtime cost and allow better tree shaking.
  • Profile on target devices: Measure CPU, memory, and startup on representative devices; use snapshots to find and eliminate bottlenecks introduced by managed code.
  • Minimize allocations: Pool frequently used objects and avoid per-frame allocations in managed code to reduce GC frequency and frame spikes.
  • Control GC settings: Tune garbage-collector settings where supported (e.g., incremental GC) and schedule heavy allocations during non-critical frames.
  • Bundle only needed .NET libraries: Exclude optional libraries and features (XML, serialization, diagnostics) if unused to shrink runtime and startup footprint.
  • Enable link-time optimization: Turn on aggressive linking/symbol stripping to remove dead code from managed assemblies.
  • Use asynchronous loading: Move I/O, asset decompression, and heavy initialization off the main thread to keep frame times stable.
  • Monitor native vs managed cost: Separate profiling of native engine and managed runtime to identify whether optimizations should target C# code or engine-side systems.
  • Automate performance checks: Add CI build steps that measure binary size, startup time, and a simple frame-time benchmark to catch regressions early.

Summary: focus on reducing managed runtime overhead (stripping, linking, AOT), minimizing allocations and reflection, profiling on real devices, and automating checks to keep mobile game performance stable when using Homa Burner .NET.

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