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

Avoiding re-parenting transforms at runtime

In earlier versions of Unity (version 5.3 and older), the references to Transform components would be laid out in memory in a generally random order. This meant that iteration over multiple Transform components was fairly slow due to the likelihood of cache misses. The upside was that re-parenting GameObject to another one wouldn't really cause a significant performance hit since the Transforms operated a lot like a heap data structure, which tend to be relatively fast at insertion and deletion. This behavior wasn't something we could control, and so we simply lived with it.

However, since Unity 5.4 and beyond, the Transform component's memory layout has changed significantly. Since then, a Transform component's parent-child relationships have operated more like dynamic arrays, whereby Unity attempts to store all...