Book Image

Unity 2017 Game Optimization - Second Edition

By : Chris Dickinson
Book Image

Unity 2017 Game Optimization - Second Edition

By: Chris Dickinson

Overview of this book

Unity is an awesome game development engine. 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 book shows you how to make your games fly with the recent version of Unity 2017, and demonstrates that high performance does not need to be limited to games with the biggest teams and budgets. Since nothing turns gamers away from a game faster than a poor user-experience, the book starts by explaining how to use the Unity Profiler to detect problems. You will learn how to use stopwatches, timers and logging methods to diagnose the problem. You will then explore techniques to improve performance through better programming practices. Moving on, you will then learn about Unity’s built-in batching processes; when they can be used to improve performance, and their limitations. Next, you will import your art assets using minimal space, CPU and memory at runtime, and discover some underused features and approaches for managing asset data. You will also improve graphics, particle system and shader performance with a series of tips and tricks to make the most of GPU parallel processing. You will then delve into the fundamental layers of the Unity3D engine to discuss some issues that may be difficult to understand without a strong knowledge of its inner-workings. The book also introduces you to the critical performance problems for VR projects and how to tackle them. By the end of the book, you will have learned to improve the development workflow by properly organizing assets and ways to instantiate assets as quickly and waste-free as possible via object pooling.
Table of Contents (17 chapters)
Title Page
About the Author
About the Reviewers
Customer Feedback
Software and Hardware List

Use appropriate data structures

C# offers many different data structures in the System.Collections namespace and we shouldn't become too accustomed with using the same ones over and over again. A common performance problem in software development is making use of an inappropriate data structure for the problem we're trying to solve simply because its convenient. The two most commonly used are perhaps lists (List<T>), and dictionaries (Dictionary<K,V>).

If we want to iterate through a set of objects then a list is preferred, since it is effectively a dynamic array where the objects and/or references reside next to one another in memory, and therefore iteration causes minimal cache misses. Dictionaries are best used if two objects are associated with one-another and we wish to acquire, insert, or remove these associations quickly. For example, we might associate a level number with a particular Scene file, or an enum representing different body parts on a character, with Collider...