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 new ECS

The ECS is a brave and ambitious attempt to redesign the core foundation of Unity's design: the GameObject-MonoBehaviour paradigm. As you can imagine, changing the base design pattern of every object in the game is not an easy task. So you may ask: Why?

There are several reasons for that. Let's look at some of them objectively:

  • First, as we said before, GameObject and MonoBehaviour are heavy objects; they carry a lot of internal code and data structures. The overhead introduced by GameObject instances and MonoBehaviour is large enough to limit the number of objects you can have on the screen more than the resources needed to render them. That's not a good thing for an abstraction model.
  • Second, MonoBehaviour instances are scattered in memory. This means that GameObject needs to look around in memory to retrieve all the MonoBehaviour instances it is...