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
1
Section 1: Base Scripting Optimization
4
Section 2: Graphical Optimizations
9
Section 3: Advance Optimizations

Evaluating Performance Problems

Performance evaluation for most software products is a very scientific process. First, we determine the maximum/minimum supported performance metrics, such as the allowed memory usage, acceptable CPU consumption, and the number of concurrent users. Next, we perform load testing against the application in scenarios with a version of the application built for the target platform, and test it while gathering instrumentation data. Once this data is collected, we analyze and search it for performance bottlenecks. If problems are discovered, we complete a Root Cause Analysis (RCA), and then make changes in the configuration or application code to fix the issue and repeat it.

Although game development is a very artistic process, it is still exceptionally technical. Our game should have a target audience in mind, which can tell us what hardware limitations...