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  • Unity Game Optimization
  • Dr. Davide Aversa Chris Dickinson
  • 331字
  • 2021-06-24 12:12:52

What this book covers

Chapter 1Evaluating Performance Problems, provides an exploration of the Unity Profiler and a series of methods to profile our application, detect performance bottlenecks, and perform root cause analysis.

Chapter 2, Scripting Strategies, deals with the best practices for our Unity C# script code, minimizing MonoBehaviour callback overhead, improving inter-object communication, and more.

Chapter 3, The Benefits of Batching, explores Unity's dynamic batching and static batching systems, and how they can be utilized to ease the burden on the rendering pipeline.

Chapter 4, Optimizing Your Art Assets, helps you to understand the underlying technology behind art assets and learn how to avoid common pitfalls with importing, compression, and encoding.

Chapter 5,  Faster Physics, is about investigating the nuances of Unity's internal physics engines for both 3D and 2D games, and how to properly organize our physics objects for improved performance.

Chapter 6, Dynamic Graphics, provides an in-depth exploration of the rendering pipeline, and how to improve applications that suffer rendering bottlenecks in the GPU or CPU, how to optimize graphical effects such as lighting, shadows, and particle effects, ways in which to optimize shader code, and some graphics optimization specific for mobile devices.

Chapter 7, Optimizations for Virtual and Augmented Reality, focuses on the new entertainment mediums of VR and AR, and includes several techniques for optimizing performance that is unique to apps built for these platforms.

Chapter 8, Masterful Memory Management, examines the inner workings of the Unity engine, the Mono framework, and how memory is managed within these components to protect our application from excessive heap allocations and runtime garbage collection.

Chapter 9, The Data-Oriented Technology Stackexamines the new Unity optimizations for multithreading intensive games:  DOTS. We introduce the new C# Job System, the new Unity ECS, and the burst compiler.

Chapter 10, Tactical Tips and Tricks, concludes the book with a multitude of useful techniques used by Unity professionals to improve project workflow and scene management.

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