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

Exploring the Rendering Pipeline

Poor rendering performance can manifest itself in several ways, depending on whether the device is limited by CPU activity (we are CPU bound) or by GPU activity (we are GPU bound). Investigating a CPU-bound application can be relatively simple since all of the CPU work is wrapped up in loading data from disk/memory and calling graphics API instructions.

However, a GPU-bound application can be more difficult to analyze since the root cause could originate from one of a large number of potential places within the Rendering Pipeline. We might find that we need to rely on a little guesswork or process of elimination to determine the source of a GPU bottleneck. In either case, once the problem is discovered and resolved, we can expect significant improvements since small fixes tend to reap big rewards when it comes to fixing issues in the Rendering...