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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

Scripting tips

If you are a developer, you will spend a lot of time editing code. While artists and designers are playing with colorful images and visual effects, you may find yourself stuck in the black and white code editor domain. Coding may be hard sometimes, but it doesn't need to be tedious. In the following tips, we will learn how to simplify some of the most boring parts of the job.

General

We can modify various templates of the new script, as well as shader and compute shader files. This can be helpful if we want to remove the empty Update stubs which, as we covered in Chapter 2, Scripting Strategies, can cause unnecessary runtime overhead. These files can be found in the following locations:

  • Windows: <Unity...
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