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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

Summary

The DOTS is the peak of Unity's effort to push Unity into the future of gaming. I firmly believe that in the future, DOTS will be a core component of any optimization effort, and this chapter will definitely grow into several ones while DOTS becomes more stable and is supported by the community.

Unfortunately, at this stage, C# jobs and ECS are still very unstable, their APIs are changing rapidly and, therefore, I do not advise using them in big, important, commercial games. However, I believe it is important to start experimenting with them so as to be ready for when their time comes.

This chapter merely scratches the surface of the DOTS. There are many more details, configurations, and optimizations that can be implemented both in jobs and ECS. For more information, the main Unity Hub for DOTS (https://unity.com/dots) is your best friend.

This chapter effectively...

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