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Unity Game Optimization

Unity Game Optimization

By : Dr. Davide Aversa , Dickinson
5 (1)
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Unity Game Optimization

Unity Game Optimization

5 (1)
By: Dr. Davide Aversa , 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)
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1
Section 1: Base Scripting Optimization
4
Section 2: Graphical Optimizations
9
Section 3: Advance Optimizations

Code compilation

When we make changes to our C# code, it is automatically compiled when we switch back from our favorite IDE (which is typically either MonoDevelop or the much more feature-rich Visual Studio) to the Unity Editor. However, the C# code is not converted directly into machine code, as we would expect static compilers to do if we are using languages such as C++.

Instead, the code is converted into an intermediate stage called Common Intermediate Language (CIL), which is an abstraction above the native code. This is how .NET can support multiple languages—each uses a different compiler, but they're all converted into CIL, so the output is effectively the same regardless of the language that we pick. CIL is similar to Java bytecode, upon which it is based, and the CIL code is entirely useless on its own, as CPUs have no idea how to run the instructions defined...

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