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

Profiling memory

There are two issues we are concerned about when it comes to memory management: how much we're consuming, and how often we're allocating new blocks. Let's cover each of these topics separately.

Profiling memory consumption

We do not have direct control over what is going on in the Native Domain since we don't have the Unity Engine source code and hence can't add any code that will interact with it directly. We can, however, control it indirectly by means of various script-level functions that serve as interaction points between Managed and Native Code. There are technically a variety of memory allocators available, which are used internally for things such as GameObjects, Graphics objects, and the Profiler, but these are hidden behind the Native-Managed Bridge.

However, we can observe how much memory has been allocated and reserved in this Memory Domain via the Memory Area of the Profiler window. Native memory allocations show up under the values labeled Unity, and we can even...