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

Summary


If you've made it this far without skipping ahead, then congratulations are in order. That was a lot of information to absorb for just one component of the Unity Engine, but then it is clearly the most complicated of them all, requiring a matching depth of explanation. Hopefully, you've learned a lot of approaches to help you improve your rendering performance and enough about the rendering pipeline to know how to use them responsibly!

By now we should be used to the idea that, with the exception of algorithm improvements, every performance enhancement we implement will come with some related cost that we must be willing to bear for the sake of removing one bottleneck. We should also be ready to implement multiple techniques until we've squashed them all.

We've just covered a very abstract system in great detail, so let's move things along with an exploration of a more concrete system: Unity's underlying Engine and the C# language. In the next chapter, we will take a look at our Script...