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Unity Game Optimization

Unity Game Optimization

By : Dr. Davide Aversa , Dickinson
5 (1)
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Unity Game Optimization

Unity Game Optimization

5 (1)
By: Dr. Davide Aversa , Dickinson

Overview of this book

Unity engine comes with a great set of features to help you build high-performance games. This Unity book is your guide to optimizing various aspects of your game development, from game characters and scripts, right through to animations. You’ll explore techniques for writing better game scripts and learn how to optimize a game using Unity technologies such as ECS and the Burst compiler. The book will also help you manage third-party tooling used with the Unity ecosystem. You’ll also focus on the problems in the performance of large games and virtual reality (VR) projects in Unity, gaining insights into detecting performance issues and performing root cause analysis. As you progress, you’ll discover best practices for your Unity C# script code and get to grips with usage patterns. Later, you’ll be able to optimize audio resources and texture files, along with effectively storing and using resource files. You’ll then delve into the Rendering Pipeline and learn how to identify performance problems in the pipeline. In addition to this, you’ll learn how to optimize the memory and processing unit of Unity. Finally, you’ll cover tips and tricks used by Unity professionals to improve the project workflow. By the end of this book, you’ll have developed the skills you need to build interactive games using Unity and its components.
Table of Contents (15 chapters)
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1
Section 1: Base Scripting Optimization
4
Section 2: Graphical Optimizations
9
Section 3: Advance Optimizations

Removing empty callback definitions

The primary means of scripting in Unity is to write callback functions in classes derived from MonoBehaviour, which we know Unity will call when necessary. Perhaps the four most commonly used callbacks are Awake(), Start(), Update(), and FixedUpdate().

Awake() is called the moment MonoBehaviour is first created, whether this occurs during scene initialization or when a new GameObject instance containing the MonoBehaviour component is instantiated at runtime from a Prefab. Start() will be called shortly after Awake() but before its first Update(). During scene initialization, every MonoBehaviour component's Awake() callback will be called before any of their Start() callbacks are.

After this, Update() will be called repeatedly, each time the rendering pipeline presents a new image. Update() will continue to be called provided MonoBehaviour...

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