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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

Other tips

Finally, this section contains tips that didn't quite fit into the other categories.

It's always a good idea to organize our scenes using empty GameObjects and use them as parents for a group of objects while naming them something sensible for that group. The only drawback to this method is that the empty object's transform is included during position or rotation changes and is included during recalculations. As we know, reparenting GameObject to another transform has its own costs. Proper object referencing, transform change caching, and/or use of localPosition/localRotation can be used to solve some of these problems adequately. In almost all cases, the benefits of having a workflow from scene organization are significantly more valuable than such trivial performance losses.

Animator Override Controllers were introduced way back in Unity v4.3 but tend...

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