Book Image

Unity Game Optimization - Third Edition

By : Dr. Davide Aversa, Chris Dickinson
Book Image

Unity Game Optimization - Third Edition

By: Dr. Davide Aversa, Chris Dickinson

Overview of this book

Unity engine comes with a great set of features to help you build high-performance games. This Unity book is your guide to optimizing various aspects of your game development, from game characters and scripts, right through to animations. You’ll explore techniques for writing better game scripts and learn how to optimize a game using Unity technologies such as ECS and the Burst compiler. The book will also help you manage third-party tooling used with the Unity ecosystem. You’ll also focus on the problems in the performance of large games and virtual reality (VR) projects in Unity, gaining insights into detecting performance issues and performing root cause analysis. As you progress, you’ll discover best practices for your Unity C# script code and get to grips with usage patterns. Later, you’ll be able to optimize audio resources and texture files, along with effectively storing and using resource files. You’ll then delve into the Rendering Pipeline and learn how to identify performance problems in the pipeline. In addition to this, you’ll learn how to optimize the memory and processing unit of Unity. Finally, you’ll cover tips and tricks used by Unity professionals to improve the project workflow. By the end of this book, you’ll have developed the skills you need to build interactive games using Unity and its components.
Table of Contents (15 chapters)
Free Chapter
1
Section 1: Base Scripting Optimization
4
Section 2: Graphical Optimizations
9
Section 3: Advance Optimizations

The Data-Oriented Technology Stack

In recent years, we have seen a big push toward multithreading programming. The reason is obvious: while we have reached a technological limit on how fast a single core can go, we have discovered how to efficiently put thousands of cores into our hardware and run each piece of code in parallel to obtain a massive performance boost.

However, moving from single-thread programming to multithreading programming is not straightforward. Not every algorithm can easily be split into pieces and, even if it can, there are several details you need to take into account so as to avoid strange and unpredictable behaviors.

When the first version of Unity was released, back in 2005, massive multithreading was almost a futuristic scenario. However, fourteen years are the equivalent of a geological era in game development, and a game engine needs to adapt itself...