
Unity 2017 Game Optimization
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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, all of their Components as well as its 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 deserialization activity comes with a significant performance cost.
This kind of deserialization takes place any time we...
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