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

Dynamic batching

Dynamic batching has the following three important qualities:

  • Batches are generated at runtime (batches are dynamically generated)
  • The objects that are contained within a batch can vary from one frame to the next, depending on what meshes are currently visible to the Main Camera view (batch contents are dynamic)
  • Even objects that can move around the scene can be batched (it works on dynamic objects)

These attributes lead us to the name Dynamic Batching.

If we return to the Player Settings page and enable Dynamic Batching, we should see that the number of batches drops from nine down to six. Dynamic Batching automatically recognizes that our objects share material and mesh information and, therefore, combines some of them into a larger batch for processing. We should also see a different list of items in the Frame Debugger, demonstrating that meshes are now being...