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

Static batching

Unity offers a second batching mechanism known as static batching. This batching feature is similar to dynamic batching in a couple of ways, in that the objects that are to be batched are determined at runtime based on what's visible to the camera, and the contents of these batches will vary from frame to frame. However, there is one very important difference: it only works on objects that are marked Static, hence the name static batching.

The static batching system has its own set of requirements:

  • As the name implies, the meshes must be flagged as Static (specifically, Batching Static)
  • Additional memory must be set aside for each mesh that is being statically batched
  • There is an upper limit on the number of vertices that can be combined in a static batch that varies per graphics API and platform, which is around 32,000–64,000 vertices (check out the...