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

The Frame Debugger

Before we dive into how batching can save us draw calls, let's explore a useful tool that can help us to determine how batching is affecting our scene—the Frame Debugger.

We can open Frame Debugger by selecting Window | Analysis | Frame Debugger from the main window or clicking on the Frame Debugger button in Breakdown View Options in the rendering area of the Profiler. Either approach will open the Frame Debug window.

Clicking on the Enable button in the Frame Debug window will allow us to observe how our scene is being constructed, one draw call at a time. The following screenshot shows the user interface of the Frame Debugger, with a list of GPU instructions in the left-hand panel and more detailed information in the right-hand panel:

There is a lot of information in this window that can provide us with useful information if we want to debug...