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  • Book Overview & Buying Unity 5  Game Optimization
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Unity 5  Game Optimization

Unity 5 Game Optimization

By : Dickinson
4.3 (7)
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Unity 5  Game Optimization

Unity 5 Game Optimization

4.3 (7)
By: Dickinson

Overview of this book

Competition within the gaming industry has become significantly fiercer in recent years with the adoption of game development frameworks such as Unity3D. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This has led to an enormous explosion of talent, which has made it critical to ensure our games stand out from the crowd through a high level of quality. A good user experience is essential to create a solid product that our users will enjoy for many years to come. Nothing turns gamers away from a game faster than a poor user-experience. Input latency, slow rendering, broken physics, stutters, freezes, and crashes are among a gamer's worst nightmares and it's up to us as game developers to ensure this never happens. High performance does not need to be limited to games with the biggest teams and budgets. Initially, you will explore the major features of the Unity3D Engine from top to bottom, investigating a multitude of ways we can improve application performance starting with the detection and analysis of bottlenecks. You'll then gain an understanding of possible solutions and how to implement them. You will then learn everything you need to know about where performance bottlenecks can be found, why they happen, and how to work around them. This book gathers a massive wealth of knowledge together in one place, saving many hours of research and can be used as a quick reference to solve specific issues that arise during product development.
Table of Contents (10 chapters)
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9
Index

Chapter 1. Detecting Performance Issues

Performance evaluation for most software products is a very scientific process: determine the maximum supported performance metrics (number of concurrent users, maximum allowed memory usage, CPU usage, and so on); perform load testing against the application in scenarios that try to simulate real-world behavior; gather instrumentation data from test cases; analyze the data for performance bottlenecks; complete a root-cause analysis; make changes in the configuration or application code to fix the issue; and repeat.

Just because game development is a very artistic process does not mean it should not be treated in equally objective and scientific ways. Our game should have a target audience in mind, who can tell us the hardware limitations our game might be under. We can perform runtime testing of our application, gather data from multiple components (CPU, GPU, memory, physics, rendering, and so on), and compare them against the desired metrics. We can use this data to identify bottlenecks in our application, perform additional instrumentation to determine the root cause of the issue, and approach the problem from a variety of angles.

To give us the tools and knowledge to complete this process, this chapter will introduce a variety of methods that we will use throughout the book to determine whether we have a performance problem, and where the root cause of the performance issue can be found. These skills will give us the techniques we need to detect, analyze, and prove that performance issues are plaguing our Unity application, and where we should begin to make changes. In doing so, you will prepare yourselves for the remaining chapters where you will learn what can be done about the problems you're facing.

We will begin with an exploration of the Unity Profiler and its myriad of features. We will then explore a handful of scripting techniques to narrow-down our search for the elusive bottleneck and conclude with some tips on making the most of both techniques.

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