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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

Avoiding Find() and SendMessage() at runtime

The SendMessage() method and family of GameObject.Find() methods are notoriously expensive and should be avoided at all costs. The SendMessage() method is about 2,000 times slower than a simple function call, and the cost of the Find() method scales very poorly with scene complexity since it must iterate through every GameObject in the scene. It is sometimes forgivable to call Find() during the initialization of a scene, such as during an Awake() or Start() callback. Even in this case, it should only be used to acquire objects that we know for certain already exist in the scene and for scenes that have only a handful of GameObjects in them. Regardless, using either of these methods for inter-object communication at runtime is likely to generate a very noticeable overhead and, potentially, dropped frames.

Relying on Find() and SendMessage...

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