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

Audio


Depending on the scope of the project, audio files can range anywhere from the largest disk space consumer, to the smallest. Unity, as a framework, can be used to build small applications that require only a handful of sound effects and a single background track, or to build large expansive role playing games that need millions of lines of spoken dialog, music tracks, and ambient sounds. It will be useful to make sense of how audio files are managed in Unity to better understand what we should do for the sake of optimization in both cases.

Many developers are surprised to find that runtime audio processing can turn into a significant source of CPU and memory consumption. Audio is often neglected on both sides of the gaming industry; developers tend not to commit many resources to it until the last minute, while users will rarely draw attention to it. Nobody notices when the audio is good or passable, but we all know what bad audio sounds like; it's instantly recognizable, jarring, and...