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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

Static batching

Unity offers a second batching mechanism known as static batching. This batching feature is similar to dynamic batching in a couple of ways, in that the objects that are to be batched are determined at runtime based on what's visible to the camera, and the contents of these batches will vary from frame to frame. However, there is one very important difference: it only works on objects that are marked Static, hence the name static batching.

The static batching system has its own set of requirements:

  • As the name implies, the meshes must be flagged as Static (specifically, Batching Static)
  • Additional memory must be set aside for each mesh that is being statically batched
  • There is an upper limit on the number of vertices that can be combined in a static batch that varies per graphics API and platform, which is around 32,000–64,000 vertices (check out the...
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