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Unity 2017 Game Optimization

Unity 2017 Game Optimization

By : Dickinson
5 (1)
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Unity 2017 Game Optimization

Unity 2017 Game Optimization

5 (1)
By: Dickinson

Overview of this book

Unity is an awesome game development engine. 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 book shows you how to make your games fly with the recent version of Unity 2017, and demonstrates that high performance does not need to be limited to games with the biggest teams and budgets. Since nothing turns gamers away from a game faster than a poor user-experience, the book starts by explaining how to use the Unity Profiler to detect problems. You will learn how to use stopwatches, timers and logging methods to diagnose the problem. You will then explore techniques to improve performance through better programming practices. Moving on, you will then learn about Unity’s built-in batching processes; when they can be used to improve performance, and their limitations. Next, you will import your art assets using minimal space, CPU and memory at runtime, and discover some underused features and approaches for managing asset data. You will also improve graphics, particle system and shader performance with a series of tips and tricks to make the most of GPU parallel processing. You will then delve into the fundamental layers of the Unity3D engine to discuss some issues that may be difficult to understand without a strong knowledge of its inner-workings. The book also introduces you to the critical performance problems for VR projects and how to tackle them. By the end of the book, you will have learned to improve the development workflow by properly organizing assets and ways to instantiate assets as quickly and waste-free as possible via object pooling.
Table of Contents (10 chapters)
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Summary

If you've made it this far without skipping ahead, then congratulations are in order. That was a lot of information to absorb for just one subsystem of the Unity Engine, but then it is clearly the most complicated of them all, requiring a matching depth of explanation. Hopefully, you've learned a lot of approaches to help you improve your rendering performance and enough about the Rendering Pipeline to know how to use them responsibly.

By now, we should be used to the idea that, with the exception of algorithm improvements, every performance enhancement we implement will come with some related cost that we must be willing to bear for the sake of removing one bottleneck. We should always be ready to implement multiple techniques until we've squashed them all, and potentially spend a lot of additional development time to implement and test some performance...

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