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

Minimizing deserialization behavior

Unity's serialization system is mainly used for scenes, Prefabs, ScriptableObjects, and various asset types (which tend to derive from ScriptableObject). When one of these object types is saved to disk, it is converted into a text file using the Yet Another Markup Language (YAML) format, which can be deserialized back into the original object type at a later time. All GameObjects and their properties get serialized when a Prefab or scene is serialized, including private and protected fields and all of their components, as well as child GameObjects and their components and so on.

When our application is built, this serialized data is bundled together in large binary data files internally called serialized files in Unity. Reading and deserializing this data from disk at runtime is an incredibly slow process (relatively speaking) and so all...