Book Image

Hands-On Unity Game Development - Fourth Edition

By : Nicolas Alejandro Borromeo, Juan Gabriel Gomila Salas
Book Image

Hands-On Unity Game Development - Fourth Edition

By: Nicolas Alejandro Borromeo, Juan Gabriel Gomila Salas

Overview of this book

Take your game development skills to the next level. Dive into the world of game creation confidently by elevating your game development skills. This book is your definitive and practical guide to unlocking the full potential of Unity 2023. Every chapter is designed to empower you to customize your own game, not just replicate what's in the book. This new edition includes immersive Augmented Reality (AR) experiences and performance optimization with Data-Oriented Technology Stack (DOTS). From Scene Creation to seamless Assert Integration, dive into C# programming and Visual Scripting with step-by-step guidance for beginners. Implement dynamic gameplay elements, including movement, spawning, physics, and health systems. Delve deeper into the magic of Game AI through sensor-driven decision-making with Finite State Machines (FSMs). Elevate your visuals with materials, shaders, textures, and particle systems. Optimize performance with Profiler insights and debug your game for a polished final product. Whether you're a beginner or a seasoned pro, this book will equip you with the skills needed to bring your game ideas to life.
Table of Contents (28 chapters)
Free Chapter
1
Section 1: Getting Started with Unity
6
Section 2: Mastering Programming and Gameplay Mechanics
10
Victory or Defeat: Win and Lose Conditions
12
Section 3: Elevating Visuals, Effects, and Audio
18
Section 4: Designing User Interfaces, Animations and Advanced Concepts
23
From Prototype to Executable: Generating and Debugging Your Game
26
Other Books You May Enjoy
27
Index

Optimizing processing

While graphics usually take up most of the time that a frame needs to be generated, we should never underestimate the cost of badly optimized code and scenes. There are several parts of the game that are still calculated in the CPU, including part of the graphics process (such as the batching calculations), physics, audio, and our code. Here, we have a lot more causes of performance issues than on the graphics side, so again, instead of discussing every optimization, let’s learn how to discover them.

In this section, we will examine the following CPU optimization concepts:

  • Detecting CPU- and GPU-bound
  • Using the CPU Usage Profiler
  • General CPU optimization techniques

We will start by discussing the concepts of CPU- and GPU-bound, which focus on the optimization process, determining whether the problem is GPU- or CPU-related. Later, as with the GPU optimization process, we will look at how to gather the performance data...