Book Image

Unity 5 Game Optimization

By : Chris Dickinson
Book Image

Unity 5 Game Optimization

By: Chris Dickinson

Overview of this book

Competition within the gaming industry has become significantly fiercer in recent years with the adoption of game development frameworks such as Unity3D. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This has led to an enormous explosion of talent, which has made it critical to ensure our games stand out from the crowd through a high level of quality. A good user experience is essential to create a solid product that our users will enjoy for many years to come. Nothing turns gamers away from a game faster than a poor user-experience. Input latency, slow rendering, broken physics, stutters, freezes, and crashes are among a gamer's worst nightmares and it's up to us as game developers to ensure this never happens. High performance does not need to be limited to games with the biggest teams and budgets. Initially, you will explore the major features of the Unity3D Engine from top to bottom, investigating a multitude of ways we can improve application performance starting with the detection and analysis of bottlenecks. You'll then gain an understanding of possible solutions and how to implement them. You will then learn everything you need to know about where performance bottlenecks can be found, why they happen, and how to work around them. This book gathers a massive wealth of knowledge together in one place, saving many hours of research and can be used as a quick reference to solve specific issues that arise during product development.
Table of Contents (16 chapters)
Unity 5 Game Optimization
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Dynamic Batching


The purpose of Dynamic Batching is to bundle together large groups of simple meshes and push them through the rendering system as if it was a single mesh. Only meshes that are currently visible in the Camera view are candidates for Dynamic Batching, which means that most of the batching work is accomplished at runtime, rather than pre-calculated. This means that the objects that are batched together will vary from frame to frame. Hence, the name "Dynamic" Batching.

If we return to the Player Settings page and enable Dynamic Batching, we should see that the number of batches drops from nine down to six. Dynamic Batching is automatically recognizing that our objects share Material and mesh information and can combine them into a single batch for processing. This is a decent CPU cost-savings technique and reduces the likelihood that our game with be CPU-bound, since it frees up more time for other tasks, such as AI and Physics processing.

At the risk of sounding ungrateful, we...