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

Summary

It is clear that the dynamic batching and static batching systems are not a silver bullet. We cannot blindly apply them to any given Scene and expect improvements. If our application and Scene happen to fit a particular set of parameters, then these methods are very effective at reducing CPU load and rendering bottlenecks. However, if they do not, then some additional work is required to prepare our Scene to meet batching feature requirements. Ultimately, only a good understanding of these batching systems and how they function can help us determine where and when this feature can be applied, and, hopefully, this chapter has given us all of the information we need to make informed decisions.

You will learn more about the Rendering Pipeline and performance improvement techniques in Chapter 6, Dynamic Graphics. But now, let's move onto a different topic and look into...