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

Asset bundles and resources

We touched upon the topic of resources and serialization in Chapter 2, Scripting Strategies, and it should be fairly clear that the resource system can be a great benefit during prototyping, as well as during the early stages of our project, and can be used relatively effectively in games of limited scope.

However, professional Unity projects should instead favor the asset bundle system. There are a number of reasons for this. Firstly, the resource system is not very scalable when it comes to builds. All resources are merged together into a single massive serialized file binary data blob with an index list of where various assets can be found within it. This can be hard to manage, and take a long time to build as we add more data to the list.

Secondly, the resource system's ability to acquire data from the serialized file scales in an Nlog(N)...