Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 11. Improving Games with Extra Features and Optimization

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...