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Unity Game Optimization - Third Edition

You're reading from  Unity Game Optimization - Third Edition

Product type Book
Published in Nov 2019
Publisher Packt
ISBN-13 9781838556518
Pages 404 pages
Edition 3rd Edition
Languages
Authors (2):
Dr. Davide Aversa Dr. Davide Aversa
Profile icon Dr. Davide Aversa
Chris Dickinson Chris Dickinson
Profile icon Chris Dickinson
View More author details

Table of Contents (15) Chapters

Preface 1. Section 1: Base Scripting Optimization
2. Evaluating Performance Problems 3. Scripting Strategies 4. Section 2: Graphical Optimizations
5. The Benefits of Batching 6. Optimizing Your Art Assets 7. Faster Physics 8. Dynamic Graphics 9. Section 3: Advance Optimizations
10. Optimizations for Virtual and Augmented Reality 11. Masterful Memory Management 12. The Data-Oriented Technology Stack 13. Tactical Tips and Tricks 14. Other Books You May Enjoy

Caching component references

Repeatedly recalculating a value is a common mistake when scripting in Unity, and particularly when it comes to the GetComponent() method. For example, the following script code is trying to check a creature's health value, and if its health goes below 0, it will disable a series of components to prepare it for a death animation:

void TakeDamage() {

Rigidbody rigidbody = GetComponent<Rigidbody>();
Collider collider = GetComponent<Collider>();
AIControllerComponent ai = GetComponent<AIControllerComponent>();
Animator anim = GetComponent<Animator>();

if (GetComponent<HealthComponent>().health < 0) {
rigidbody.enabled = false;
collider.enabled = false;
ai.enabled = false;
anim.SetTrigger("death");
}
}

Each time this poorly optimized method executes, it will reacquire five different component...

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