Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Reducing the number of enabled objects by disabling objects whenever possible


Optimization principal 1: Minimize the number of active and enabled objects in a scene.

Sometimes, we may not want to completely remove an object, but we can identify times when a scripted component of an object can be safely disabled. If a MonoBehaviour script is disabled, then Unity no longer needs to send the object messages, such as Update()and FixedUpdate(), for each frame.

For example, if a Non-Player Character (NPC) should only demonstrate some behavior when the player can see that character, then we only need to be executing the behavior logic when the NPC is visible—the rest of the time, we can safely disable the scripted component.

Unity provides the very useful events OnBecameInvisible() and OnBecameVisible(), which inform an object when it moves out of and into the visible area for one or more cameras in the scene.

This recipe illustrates the following rule of thumb: if an object has no reason to be doing...