In this chapter, we will cover the following topics:
Pausing the game
Implementing slow motion
Preventing your game from running on unknown servers
State-driven behavior Do-It-Yourself states
State-driven behavior using the State Design pattern
Reducing the number of objects by destroying objects at a death time
Reducing the number of enabled objects by disabling objects whenever possible
Reducing the number of active objects by making objects inactive whenever possible
Improving efficiency with delegates and events and avoiding SendMessage!
Executing methods regularly but independent of frame rate with coroutines
Spreading long computations over several frames with coroutines
Evaluating performance by measuring max and min frame rates (FPS)
Identifying performance bottlenecks with the Unity performance Profiler
Identifying performance bottlenecks with Do-It-Yourself performance profiling
Cache GameObject and component references to avoid...