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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

Faster GameObject null reference checks

It turns out that performing a null reference check against a GameObject will result in some unnecessary performance overhead. GameObjects and MonoBehaviours are special objects compared to a typical C# object, in that they have two representations in memory: one exists within the memory managed by the same system managing the C# code we write (managed code), whereas the other exists in a different memory space, which is handled separately (native code). Data can move between these two memory spaces, but each time this happens will result in some additional CPU overhead and possibly an extra memory allocation.

This effect is commonly referred to as crossing the Native-Managed Bridge. If this happens, it is likely to generate an additional memory allocation for an object's data to get copied across the bridge, which will require the...

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