Book Image

Unity Game Optimization - Third Edition

By : Dr. Davide Aversa, Chris Dickinson
Book Image

Unity Game Optimization - Third Edition

By: Dr. Davide Aversa, Chris Dickinson

Overview of this book

Unity engine comes with a great set of features to help you build high-performance games. This Unity book is your guide to optimizing various aspects of your game development, from game characters and scripts, right through to animations. You’ll explore techniques for writing better game scripts and learn how to optimize a game using Unity technologies such as ECS and the Burst compiler. The book will also help you manage third-party tooling used with the Unity ecosystem. You’ll also focus on the problems in the performance of large games and virtual reality (VR) projects in Unity, gaining insights into detecting performance issues and performing root cause analysis. As you progress, you’ll discover best practices for your Unity C# script code and get to grips with usage patterns. Later, you’ll be able to optimize audio resources and texture files, along with effectively storing and using resource files. You’ll then delve into the Rendering Pipeline and learn how to identify performance problems in the pipeline. In addition to this, you’ll learn how to optimize the memory and processing unit of Unity. Finally, you’ll cover tips and tricks used by Unity professionals to improve the project workflow. By the end of this book, you’ll have developed the skills you need to build interactive games using Unity and its components.
Table of Contents (15 chapters)
Free Chapter
Section 1: Base Scripting Optimization
Section 2: Graphical Optimizations
Section 3: Advance Optimizations

Memory management performance enhancements

In most game engines, we would have the luxury of being able to port inefficient managed code into faster native code if we were hitting performance issues. This is not an option unless we invest serious cash in obtaining the Unity source code, which is offered as a license separate from the Free/Personal/Pro licensing system, and on a per case, per-title basis. We could also purchase a license of Unity Pro with the hope of using native plugins, but doing so rarely leads to a performance benefit since we must still cross the native-managed bridge to invoke function calls inside of it. Native plugins are normally used to interface with systems and libraries that are not built specifically for C#. This forces the overwhelming majority of us into a position of needing to make our C# script-level code as performant as possible ourselves.