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 processing

While graphics usually take up most of the time that a frame needs to be generated, we should never underestimate the cost of badly optimized code and scenes. There are several parts of the game that are still calculated in the CPU, including part of the graphics process (such as the batching calculations), Unity Physics, audio, and our code. Here, we have a lot more causes of performance issues than on the graphics side, so again, instead of discussing every optimization, let's learn how to discover them.

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

  • Detecting CPU- and GPU-bound
  • Using the CPU Usage Profiler
  • General CPU optimization techniques

We will start by discussing the concepts of CPU- and GPU-bound, which focus on the optimization process, determining whether the problem is GPU- or CPU-related. Later, as with the GPU optimization process, we will look at how to gather the performance data of the...