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

If you've made it this far without skipping ahead, then congratulations are in order. That was a lot of information to absorb for just one subsystem of the Unity Engine, but then it is clearly the most complicated of them all, requiring a matching depth of explanation. Hopefully, you've learned a lot of approaches to help you to improve your rendering performance and enough about the Rendering Pipeline to know how to use them responsibly.

By now, we should be used to the idea that, except for algorithm improvements, every performance enhancement we implement will come with some related cost that we must be willing to bear for the sake of removing one bottleneck. We should always be ready to implement multiple techniques until we've squashed them all, and potentially spend a lot of additional development time to implement and test some performance-enhancing...