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

Executing methods regularly but independent of frame rate with coroutines


Optimization principal 3: Call methods as few times as possible.

While it is very simple to put logic into Update() and have it regularly executed for each frame, we can improve game performance by executing logic as rarely as possible. So, if we can get away with only checking for a situation every 5 seconds, then great performance savings can be made to move that logic out of Update().

A coroutine is a function that can suspend its execution until a yield action has completed. One kind of yield action simply waits for a given number of seconds. In this recipe, we use coroutines and yield to show how a method can be only executed every 5 seconds; this could be useful for NPCs to decide whether they should randomly wake up or perhaps choose a new location to start moving toward.

How to do it...

To implement methods at regular intervals independent of the frame rate, follow these steps:

  1. Add the following C# script class...