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Hands-On Unity 2022 Game Development - Third Edition

You're reading from  Hands-On Unity 2022 Game Development - Third Edition

Product type Book
Published in Oct 2022
Publisher Packt
ISBN-13 9781803236919
Pages 712 pages
Edition 3rd Edition
Languages
Author (1):
Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Profile icon Nicolas Alejandro Borromeo

Table of Contents (23) Chapters

Preface 1. Creating a Unity Project 2. Editing Scenes and Game Objects 3. Grayboxing with Terrain and ProBuilder 4. Importing and Integrating Assets 5. Introduction to C# and Visual Scripting 6. Implementing Movement and Spawning 7. Physics Collisions and Health System 8. Win and Lose Conditions 9. Implementing Game AI for Building Enemies 10. Materials and Effects with URP and Shader Graph 11. Visual Effects with Particle Systems and Visual Effect Graph 12. Lighting Using the Universal Render Pipeline 13. Full-Screen Effects with Post-Processing 14. Sound and Music Integration 15. User Interface Design 16. Creating a UI with the UI Toolkit 17. Creating Animations with Animator, Cinemachine, and Timeline 18. Optimization with Profiler, Frame Debugger, and Memory Profiler 19. Generating and Debugging an Executable 20. Augmented Reality in Unity 21. Other Books You May Enjoy
22. Index

Optimizing memory

We discussed how to profile and optimize two pieces of hardware—the CPU and GPU—but there is another piece of hardware that plays a key role in our game—RAM. This is the place where we put all of our game’s data. Games can be memory-intensive applications, and unlike several other applications, they are constantly executing code, so we need to be especially careful about that.

In this section, we will examine the following memory optimization concepts:

  • Memory allocation and the garbage collector
  • Using the Memory Profiler

Let’s start discussing how memory allocation works and what role garbage collection plays here.

Memory allocation and the garbage collector

Each time we instantiate an object, we are allocating memory in RAM, and in a game, we will be allocating memory constantly. In other programming languages, aside from allocating the memory, you need to manually deallocate it, but C# has...

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