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

Summary

We've covered numerous methods to improve our game's physics simulation both in terms of performance and consistency. The best technique when it comes to costly systems such as physics engines is simply avoidance. The less we need to use the system, the less we need to worry about it generating bottlenecks. In the worst-case scenario, we may need to reduce the scope of our game to condense physics activity down to only the essentials, but as we've learned, there are plenty of ways to reduce physics complexity without causing any noticeable gameplay effects.

In the next chapter, we will immerse ourselves in Unity's Rendering Pipeline and discover how to maximize the graphical fidelity of our application, by making use of all of the CPU cycles we've freed up using the performance enhancements from earlier chapters.

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