Unity 2017 Game Optimization - Second Edition

Master a series of performance-enhancing coding techniques and methods that help them improve the performance of their Unity3D applications
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Unity 2017 Game Optimization - Second Edition

Chris Dickinson

3 customer reviews
Master a series of performance-enhancing coding techniques and methods that help them improve the performance of their Unity3D applications
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Book Details

ISBN 139781788392365
Paperback376 pages

Book Description

Unity is an awesome game development engine. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike.

This book shows you how to make your games fly with the recent version of Unity 2017, and demonstrates that high performance does not need to be limited to games with the biggest teams and budgets.

Since nothing turns gamers away from a game faster than a poor user-experience, the book starts by explaining how to use the Unity Profiler to detect problems. You will learn how to use stopwatches, timers and logging methods to diagnose the problem. You will then explore techniques to improve performance through better programming practices.

Moving on, you will then learn about Unity’s built-in batching processes; when they can be used to improve performance, and their limitations. Next, you will import your art assets using minimal space, CPU and memory at runtime, and discover some underused features and approaches for managing asset data. You will also improve graphics, particle system and shader performance with a series of tips and tricks to make the most of GPU parallel processing.

You will then delve into the fundamental layers of the Unity3D engine to discuss some issues that may be difficult to understand without a strong knowledge of its inner-workings. The book also introduces you to the critical performance problems for VR projects and how to tackle them.

By the end of the book, you will have learned to improve the development workflow by properly organizing assets and ways to instantiate assets as quickly and waste-free as possible via object pooling.

Table of Contents

Chapter 1: Pursuing Performance Problems
The Unity Profiler
Best approaches to performance analysis
Final thoughts on Profiling and Analysis
Summary
Chapter 2: Scripting Strategies
Obtain Components using the fastest method
Remove empty callback definitions
Cache Component references
Share calculation output
Update, Coroutines, and InvokeRepeating
Faster GameObject null reference checks
Avoid retrieving string properties from GameObjects
Use appropriate data structures
Avoid re-parenting Transforms at runtime
Consider caching Transform changes
Avoid Find() and SendMessage() at runtime
Disable unused scripts and objects
Consider using distance-squared over distance
Minimize Deserialization behavior
Load scenes additively and asynchronously
Create a custom Update() layer
Summary
Chapter 3: The Benefits of Batching
Draw Calls
Materials and Shaders
The Frame Debugger
Dynamic Batching
Static Batching
Summary
Chapter 4: Kickstart Your Art
Audio
Texture files
Mesh and animation files
Asset Bundles and Resources
Summary
Chapter 5: Faster Physics
Physics Engine internals
Physics performance optimizations
Summary
Chapter 6: Dynamic Graphics
The Rendering Pipeline
Detecting performance issues
Rendering performance enhancements
Summary
Chapter 7: Virtual Velocity and Augmented Acceleration
XR Development
Performance enhancements
Summary
Chapter 8: Masterful Memory Management
The Mono platform
Code compilation
Profiling memory
Memory management performance enhancements
The future of Unity, Mono, and IL2CPP
Summary
Chapter 9: Tactical Tips and Tricks
Editor hotkey tips
Editor UI tips
Scripting tips
Custom Editor scripts and menu tips
External tips
Summary

What You Will Learn

  • Use the Unity Profiler to find bottlenecks anywhere in your application, and discover how to resolve them
  • Implement best practices for C# scripting to avoid common pitfalls
  • Develop a solid understanding of the rendering pipeline, and maximize its performance by reducing draw calls and avoiding fill rate bottlenecks
  • Enhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaks
  • Keep your scenes as dynamic as possible by making the most of the Physics engine
  • Organize, filter, and compress your art assets to maximize performance while maintaining high quality
  • Discover different kinds of performance problems that are critical for VR projects and how to tackle them
  • Use the Mono Framework and C# to implement low-level enhancements that maximize memory usage and avoid garbage collection
  • Get to know the best practices for project organization to save time through an improved workflow

Authors

Table of Contents

Chapter 1: Pursuing Performance Problems
The Unity Profiler
Best approaches to performance analysis
Final thoughts on Profiling and Analysis
Summary
Chapter 2: Scripting Strategies
Obtain Components using the fastest method
Remove empty callback definitions
Cache Component references
Share calculation output
Update, Coroutines, and InvokeRepeating
Faster GameObject null reference checks
Avoid retrieving string properties from GameObjects
Use appropriate data structures
Avoid re-parenting Transforms at runtime
Consider caching Transform changes
Avoid Find() and SendMessage() at runtime
Disable unused scripts and objects
Consider using distance-squared over distance
Minimize Deserialization behavior
Load scenes additively and asynchronously
Create a custom Update() layer
Summary
Chapter 3: The Benefits of Batching
Draw Calls
Materials and Shaders
The Frame Debugger
Dynamic Batching
Static Batching
Summary
Chapter 4: Kickstart Your Art
Audio
Texture files
Mesh and animation files
Asset Bundles and Resources
Summary
Chapter 5: Faster Physics
Physics Engine internals
Physics performance optimizations
Summary
Chapter 6: Dynamic Graphics
The Rendering Pipeline
Detecting performance issues
Rendering performance enhancements
Summary
Chapter 7: Virtual Velocity and Augmented Acceleration
XR Development
Performance enhancements
Summary
Chapter 8: Masterful Memory Management
The Mono platform
Code compilation
Profiling memory
Memory management performance enhancements
The future of Unity, Mono, and IL2CPP
Summary
Chapter 9: Tactical Tips and Tricks
Editor hotkey tips
Editor UI tips
Scripting tips
Custom Editor scripts and menu tips
External tips
Summary

Book Details

ISBN 139781788392365
Paperback376 pages
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From 3 reviews

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