Book Image

Unity 2017 Game Optimization - Second Edition

By : Chris Dickinson
Book Image

Unity 2017 Game Optimization - Second Edition

By: Chris Dickinson

Overview of this book

Unity is an awesome game development engine. 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 book shows you how to make your games fly with the recent version of Unity 2017, and demonstrates that high performance does not need to be limited to games with the biggest teams and budgets. Since nothing turns gamers away from a game faster than a poor user-experience, the book starts by explaining how to use the Unity Profiler to detect problems. You will learn how to use stopwatches, timers and logging methods to diagnose the problem. You will then explore techniques to improve performance through better programming practices. Moving on, you will then learn about Unity’s built-in batching processes; when they can be used to improve performance, and their limitations. Next, you will import your art assets using minimal space, CPU and memory at runtime, and discover some underused features and approaches for managing asset data. You will also improve graphics, particle system and shader performance with a series of tips and tricks to make the most of GPU parallel processing. You will then delve into the fundamental layers of the Unity3D engine to discuss some issues that may be difficult to understand without a strong knowledge of its inner-workings. The book also introduces you to the critical performance problems for VR projects and how to tackle them. By the end of the book, you will have learned to improve the development workflow by properly organizing assets and ways to instantiate assets as quickly and waste-free as possible via object pooling.
Table of Contents (17 chapters)
Title Page
Credits
About the Author
About the Reviewers
www.PacktPub.com
Customer Feedback
Software and Hardware List
Preface

Load scenes additively and asynchronously


Scenes can be loaded either to replace the current Scene or can be loaded additively to add its contents to the current Scene without unloading the preceding one. This can be toggled via the LoadSceneMode argument of the SceneManager.LoadScene() family of functions. 

Another mode of Scene loading is to complete it either synchronously or asynchronously, and there are good reasons to use both. Synchronous loading is the typical means of loading a Scene by calling SceneManager.LoadScene() where the main thread will block until the given Scene completes loading. This normally results in a poor user experience, as the game appears to freeze as the contents are loaded in (whether as a replacement or additively). This is best used if we want to get the player into the action as soon as possible, or we have no time to wait for Scene objects to appear. This would normally be used if we’re loading into the first level of the game or returning to the main menu...