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

Consider caching Transform changes


The Transform Component only stores data relative to its own parent. This means that accessing and modifying a Transform Component's position, rotation, and scale properties can result in a lot of unanticipated matrix multiplication calculations to generate the correct Transform representation for the object through its parents' Transforms. The deeper the object is in the Hierarchy, the more calculations are needed to determine the final result. To make matters worse, changes to a Transform Component also send internal notifications to colliders, rigid bodies, lights, and cameras, which must be processed.

However, this also means that using localPosition, localRotation, and localScale have a relatively trivial cost associated with them, because the values can be retrieved and written as they are passed in. Therefore, these local property values should be used whenever possible. However, changing our mathematical calculations from world space to local space...