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

Asset Bundles and Resources


We touched upon the topic of Resources and Serialization in Chapter 2, Scripting Strategies, and it should be fairly clear that the Resource System can be a great benefit during prototyping, as well as during the early stages of our project, and can be used relatively effectively in games of limited scope. 

However, professional Unity projects should instead favor the Asset Bundle System. There are a number of reasons for this. Firstly, the Resource System is not very scalable when it comes to builds. All Resources are merged together into a single massive Serialized File binary data blob with an index list of where various assets can be found within it. This can be hard to manage, and take a long time to build, as we add more data to the list.

Secondly, the Resource System's ability to acquire data from the Serialized File scales in an Nlog(N) fashion, which should make us very wary of increasing the value of N. Thirdly, the Resource System makes it unwieldy for...