目錄(70章)
倒序
- 封面
- 版權頁
- Credits
- About the Author
- Acknowledgments
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Detecting Performance Issues
- The Unity Profiler
- Best approaches to performance analysis
- Targeted profiling of code segments
- Saving and loading Profiler data
- Final thoughts on Profiling and Analysis
- Summary
- Chapter 2. Scripting Strategies
- Cache Component references
- Obtaining Components using the fastest method
- Removing empty callback declarations
- Avoiding the Find() and SendMessage() methods at runtime
- Disabling unused scripts and objects
- Consider using distance-squared over distance
- Avoid retrieving string properties from GameObjects
- Update Coroutines and InvokeRepeating
- Consider caching Transform changes
- Faster GameObject null reference checks
- Summary
- Chapter 3. The Benefits of Batching
- Draw Calls
- Materials and Shaders
- Dynamic Batching
- Static Batching
- Summary
- Chapter 4. Kickstart Your Art
- Audio
- Texture files
- Mesh and animation files
- Summary
- Chapter 5. Faster Physics
- Physics Engine internals
- Physics performance optimizations
- Summary
- Chapter 6. Dynamic Graphics
- Profiling rendering issues
- Front end bottlenecks
- Back end bottlenecks
- Lighting and Shadowing
- Optimizing graphics for mobile
- Summary
- Chapter 7. Masterful Memory Management
- The Mono platform
- Memory usage optimization
- Prefab pooling
- The future of Mono and Unity
- Summary
- Chapter 8. Tactical Tips and Tricks
- Editor hotkey tips
- Editor interface tips
- Scripting tips
- Custom editors/menus tips
- External tips
- Summary
- Index 更新時間:2021-08-05 16:37:37
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