Book Image

Unity 5 Game Optimization

By : Chris Dickinson
Book Image

Unity 5 Game Optimization

By: Chris Dickinson

Overview of this book

Competition within the gaming industry has become significantly fiercer in recent years with the adoption of game development frameworks such as Unity3D. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This has led to an enormous explosion of talent, which has made it critical to ensure our games stand out from the crowd through a high level of quality. A good user experience is essential to create a solid product that our users will enjoy for many years to come. Nothing turns gamers away from a game faster than a poor user-experience. Input latency, slow rendering, broken physics, stutters, freezes, and crashes are among a gamer's worst nightmares and it's up to us as game developers to ensure this never happens. High performance does not need to be limited to games with the biggest teams and budgets. Initially, you will explore the major features of the Unity3D Engine from top to bottom, investigating a multitude of ways we can improve application performance starting with the detection and analysis of bottlenecks. You'll then gain an understanding of possible solutions and how to implement them. You will then learn everything you need to know about where performance bottlenecks can be found, why they happen, and how to work around them. This book gathers a massive wealth of knowledge together in one place, saving many hours of research and can be used as a quick reference to solve specific issues that arise during product development.
Table of Contents (16 chapters)
Unity 5 Game Optimization
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Removing empty callback declarations


When we create new MonoBehaviour script files in Unity, whether we're using Unity 4 or Unity 5, it creates two boilerplate methods for us:

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

}

The Unity engine hooks in to these methods during initialization and adds them to a list of methods to call back at key moments. However, if we leave these as empty declarations in our codebase, then they will cost us a small overhead whenever the engine invokes them.

The Start() method is only called when the GameObject is instantiated for the first time, which can be whenever the scene is loaded or a new GameObject is instantiated from a Prefab. Therefore, leaving the empty Start() declaration may not be particularly noticeable unless there's a lot of GameObjects in the scene invoking them at startup time. However, it also adds unnecessary overhead to any GameObject.Instantiate() call, which typically happens during...