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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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What this book covers

Chapter 1Pursuing Performance Problems, provides an exploration of the Unity Profiler and a series of methods to profile our application, detect performance bottlenecks, and perform root cause analysis.

Chapter 2, Scripting Strategies, deals with the best practices for our Unity C# Script code, minimizing MonoBehaviour callback overhead, improving inter-object communication, and more.

Chapter 3, The Benefits of Batching, explores Unity's Dynamic Batching and Static Batching systems, and how they can be utilized to ease the burden on the Rendering Pipeline.

Chapter 4, Kickstart Your Art, helps you understand the underlying technology behind art assets and learn how to avoid common pitfalls with importing, compression, and encoding.

Chapter 5, Faster Physics, is about investigating the nuances of Unity's internal Physics Engines for both 3D and 2D games, and how to properly organize our physics objects for improved performance.

Chapter 6, Dynamic Graphics, provides an in-depth exploration of the Rendering Pipeline, and how to improve applications that suffer rendering bottlenecks in the GPU, or CPU, how to optimize graphical effects such as lighting, shadows, and Particle Effects, ways in which to optimize Shader code, and some specific techniques for mobile devices.

Chapter 7, Virtual Velocity and Augmented Acceleration, focuses on the new entertainment mediums of Virtual Reality (VR) and Augmented Reality (AR), and includes several techniques for optimizing performance that are unique to apps built for these platforms.

Chapter 8, Masterful Memory Management, examines the inner workings of the Unity Engine, the Mono Framework, and how memory is managed within these components to protect our application from excessive heap allocations and runtime garbage collection.

Chapter 9, Tactical Tips and Tricks, closes the book with a multitude of useful techniques used by Unity professionals to improve project workflow and scene management.

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