Book Image

Hands-On Unity 2020 Game Development

By : Nicolas Alejandro Borromeo
Book Image

Hands-On Unity 2020 Game Development

By: Nicolas Alejandro Borromeo

Overview of this book

Over the years, the Unity game engine has extended its scope from just being about creating video games to building AR/VR experiences, complex simulations, real-time realistic rendering, films, and serious games for training and education. Its features for implementing gameplay, graphics, and customization using C# programming make Unity a comprehensive platform for developing professional-level, rich experiences. With this book, you'll be able to build impressive Unity projects in a step-by-step manner and apply your knowledge of Unity concepts to create a real-world game. Complete with hands-on tutorials and projects, this easy-to-follow guide will show you how to develop your first complete game using a variety of Unity tools. As you make progress, you'll learn how to make the most of the Unity Editor and create scripts using the C# programming language. This Unity game development book will then take you through integrating graphics, sound, and animations and manipulating physics to create impressive mechanics for your games. You'll also learn how to code a simple AI agent to challenge the user and use profiling tools to ensure that the code runs in a performant way. Finally, you'll get to grips with Unity's AR Foundation for creating AR experiences for 3D apps and games. By the end of this book, you'll have developed a complete game and will have built a solid foundation using Unity's tooling ecosystem to develop game projects of any scale.
Table of Contents (24 chapters)
20
Chapter 20: Building the Project

Optimizing graphics

The most common cause of performance issues is related to the misuse of assets, especially on the graphics side, due to not having enough knowledge of how Unity's graphic engines work. We are going to explore how a GPU works at a high level and how to improve its usage.

In this section, we will examine the following graphics optimization concepts:

  • Introduction to graphic engines
  • Using Frame Debugger
  • Using batching
  • Other optimizations

We will start by looking at a high-level overview of how graphics are rendered to better understand the performance data that we will gather later in Frame Debugger. Based on the debugger's results, we are going to identify the areas that we can apply batching to (which is a technique to combine the rendering process of several objects, thereby reducing its cost), along with other common optimizations to keep in mind.

Introduction to graphic engines

Nowadays, every gaming device, whether...