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

Audio

As a framework, Unity can be used to build anything from small applications that require only a handful of sound effects and a single background track to huge role-playing games that need millions of lines of spoken dialog, music tracks, and ambient sound effects. Regardless of the actual scope of the application, audio files are often a significant contributor to the application size after it is built (sometimes called its disk footprint). Moreover, many developers are surprised to find that runtime audio processing can turn into a significant source of CPU and memory consumption.

Audio is often neglected on both sides of the gaming industry: developers tend not to commit many resources to it until the last minute and users rarely pay attention to it. Nobody notices when audio is handled well, but we all know what lousy audio sounds like—it's instantly recognizable...