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

Optimizing Your Art Assets

Art is a famously subjective discipline, dominated by personal opinion and preference. It can be challenging to say whether, and why, one piece of art is better than another. Oftentimes, our opinions won't be able to find a complete consensus. The technical aspects behind art assets that support a game's artistry can also be very subjective. Multiple workarounds can be implemented to improve performance, but these tend to result in a loss of quality for the sake of speed. If we're trying to reach peak performance, then we must consult with our team members whenever we decide to make any changes to our art assets, as it is primarily a balancing act, which can be an art form in itself.

Whether we're trying to minimize our runtime memory footprint, keep the smallest possible executable size, maximize loading speed, or maintain consistency...