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Who this book is for

This book is intended for intermediate and advanced Unity developers who have experience with most of Unity's feature set, and those who want to maximize the performance of their game or solve particular bottlenecks. Whether the bottleneck is caused by continuous CPU overload, runtime CPU spiking, slow memory access, memory fragmentation, garbage collection, poor GPU Fill Rate, or Memory Bandwidth, this book will teach you the techniques you need to identify the source of the problem and help explore multiple ways of reducing their impact on your application.

Familiarity with the C# language will be needed for sections involving scripting and memory usage, and a basic understanding of Cg will be needed for areas involving Shader optimization.

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