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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
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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

Loading scenes additively and asynchronously

Scenes can be loaded either to replace the current scene or can be loaded additively to add its contents to the current scene without unloading the preceding one. This can be toggled via the LoadSceneMode argument of the SceneManager.LoadScene() family of functions.

Another mode of scene loading is to complete it either synchronously or asynchronously, and there are good reasons to use both. Synchronous loading is the typical means of loading a scene by calling SceneManager.LoadScene(), where the main thread will block until the given scene completes loading. This normally results in poor user experience, as the game appears to freeze as the contents are loaded in (whether as a replacement or additively). This is best used if we want to get the player into the action as soon as possible, or we have no time to wait for scene objects...

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